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I have trained a caffemodel from your tutorial, but the test result is bad. I think it is because of little dataset. Could you please tell me where I can download the lane and road marking benchmark …
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```
Design Simple Engine Framework to accomplish:
* Scene Graph management
* Game State Management
* Input mapping
* State specific Scene Drawing
* Places for game state specific Logic
* Menu N…
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# Compatibility Report
- Name of the game with compatibility issues: Oozi: Earth Adventure
- Steam AppID of the game: 257990
## System Information
- GPU: GTX 970
- Driver/LLVM version: nvidia 4…
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Currently, rendertargets do not support the creation of mipmaps.
https://github.com/mono/MonoGame/blob/develop3d/MonoGame.Framework/Graphics/GraphicsDevice.cs#L1412
Therefore calls like:
RenderT…
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# Compatibility Report
- Name of the game with compatibility issues: Hell Yeah! Wrath of the Dead Rabbit
- Steam AppID of the game: 205230
## System Information
- Steam Deck 512 GB
- Proton ver…
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```
I've been working on the Effects system in the past week.
I've created an XML spec for OpenGL effects, which is basically a glorified way
to list uniforms, functions and shader programs with a s…
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```
What steps will reproduce the problem?
1. Draw something into a RenderTarget.
2. Grab its texture.
3. Draw again into the RenderTarget.
4. Draw the aforementioned texture to the backbuffer.
What …
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### Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [ ] My issue happened while using mods.
### What happened?
When trying to load into a mult…
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We need to add a sample that exercises the non-SpriteBatch side of rendering. Things to work out:
- What sample should this be?
- Can we support PlayStation Mobile?
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It appears that multisampling is not working when specifying a sample count > 1 on a RenderTarget2D. The expected behaviour is for anything drawn to the render target to be anti-aliased using MSAA, th…