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Home Page: https://github.com/mono/MonoGame
All the Samples that work with MonoGame
Home Page: https://github.com/mono/MonoGame
The MonoGame.Samples.Windows.sln seems to only reference two of the samples, and the others don't seem to have Windows project files. Am i missing something?
The android samples looking for Android/XXX/ for the samples, which doesn't exist.
I tried to compile CollisionSample - seems like project doesn't include file DebugDraw.cs, so it's impossible to run.
PrimitiveBatch.cs triggers plenty of:
E/libEGL ( 3260): called unimplemented OpenGL ES API
More precisely, the following calls trigger these exceptions:
Due to the dot in the assembly name
Hello! I used your's project hosting in my work.
Did you still suport that fork ?
I can't use hosting propertly with sharpdx 2.6.3 and branched version of monogame.
I tried to CatapaultWars demo. It crashed at
font = content.Load("Fonts/MenuFont");
with message
[ERROR] FATAL UNHANDLED EXCEPTION: Microsoft.Xna.Framework.Content.ContentLoadException: Could not load Fonts/MenuFont asset!
Where is possible to download fonts and other resources for demos?
Same for MonoGame.Samples.RockRain.iOS code
smallFont = Content.Load("menuSmall");
The repo is so large now (around 479 mb of download), should we consider resetting the history?
When I run the MonoDevelop debugger I get this from the stack trace:
Microsoft.Xna.Framework.Audio.AudioLoader.LoadWave (reader={System.IO.BinaryReader}, format=OpenTK.Audio.OpenAL.ALFormat.Mono8, size=0, frequency=0) in /home/mkosler/MonoGame/MonoGame.Framework/Linux/Audio/AudioLoader.cs:67
Microsoft.Xna.Framework.Audio.AudioLoader.Load (data={System.IO.FileStream}, format=OpenTK.Audio.OpenAL.ALFormat.Mono8, size=0, frequency=0) in /home/mkosler/MonoGame/MonoGame.Framework/Linux/Audio/AudioLoader.cs:36
Microsoft.Xna.Framework.Audio.Sound..ctor (filename="Content/Sounds/CardsShuffle.wav", volume=1, looping=false) in /home/mkosler/MonoGame/MonoGame.Framework/Linux/Audio/Sound.cs:122
Microsoft.Xna.Framework.Audio.SoundEffect..ctor (fileName="Content/Sounds/CardsShuffle.wav") in /home/mkosler/MonoGame/MonoGame.Framework/Audio/SoundEffect.cs:66
Microsoft.Xna.Framework.Content.ContentManager.ReadAsset (assetName="Content/Sounds/CardsShuffle.wav", recordDisposableObject=(null)) in /home/mkosler/MonoGame/MonoGame.Framework/Content/ContentManager.cs:281
Microsoft.Xna.Framework.Content.ContentManager.Load (assetName="Sounds/CardsShuffle") in /home/mkosler/MonoGame/MonoGame.Framework/Content/ContentManager.cs:88
Blackjack.AudioManager.LoadSound (contentName="CardsShuffle", alias="Shuffle") in /home/mkosler/MonoGame/MonoGame-Samples/StarterKits/MacOS/Cards/CardsGame/Misc/AudioManager.cs:83
Blackjack.AudioManager.LoadSounds () in /home/mkosler/MonoGame/MonoGame-Samples/StarterKits/MacOS/Cards/CardsGame/Misc/AudioManager.cs:116
Blackjack.BlackjackGame.LoadContent () in /home/mkosler/MonoGame/MonoGame-Samples/StarterKits/MacOS/Cards/CardsGame/BlackjackGame.cs:101
Microsoft.Xna.Framework.Game.Initialize () in /home/mkosler/MonoGame/MonoGame.Framework/Linux/Game.cs:395
Blackjack.BlackjackGame.Initialize () in /home/mkosler/MonoGame/MonoGame-Samples/StarterKits/MacOS/Cards/CardsGame/BlackjackGame.cs:77
Microsoft.Xna.Framework.Game.Run () in /home/mkosler/MonoGame/MonoGame.Framework/Linux/Game.cs:251
Blackjack.Program.Main () in /home/mkosler/MonoGame/MonoGame-Samples/StarterKits/Linux/Cards/BlackJack/Program.Linux.cs:29
It seems to be something specific to "CardsShuffle.wav", since audioManager.soundBank contains both "Bet.wav" and "CardFlip.wav" by the time this gets thrown.
I have been working on the revival of a Tile Map Editor that I had previously abandoned work on due to the death of the XNA Framework, and I have been using a modified version of the WPFInteropSample as my rendering control. Most of the modifications are simply the renaming of files and objects, or the addition of some new events that allow me to handle the rendering outside of the control itself. Also included in this modified version is a simple helper class that allows me to load a Texture2D object from a standard image file.
In my testing I have discovered that when trying to render an image that contains transparent pixels, the transparent pixels are rendered as pure white, covering any content that is beneath them. Similarly, using the rendering control pixels that are colored as Magenta are also rendered to the screen, where they are rendered as transparent within an actual MonoGame.
I have written a detailed blog post about the issues I am experiencing on my website, which includes screenshots as well as the complete sample application I created to demonstrate these issues. I am very hopeful that by posting an issue here some form of resolution to this issue can be discovered, as this rendering control is the only working example of rendering MonoGame content to a WPF Application that I have managed to have any success at all with. There is a high demand online for the ability to render MonoGame content into a WPF application, and if these issues can be resolved I believe that this sample may become the most popular and used resource available for this purpose.
Thank you all for your time, and I apologize to the developers in advance for any liberties I took in modifying the code from the samples. I did a bit of renaming and refactoring just to make it easier for myself to follow the logic, but functionally the control works exactly as the original sample.
If I try to open the iOS solution file in Monodevelop 2.8.6.4, MD gets stuck and keeps on loading forever, eating up all CPU. If I kill MD after 10 minutes and try again, the SLN file seems to be broken and MD will open it in HEX view.
Does anybody else have this problem?
When I run any demo, there are many messages appear in console. How do you think what are they mean:
2012-06-23 14:15:28.486 MonoGameSamplesPerPixelCollision[42259:1507] Error loading /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn: dlopen(/System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn, 262): Symbol not found: ___CFObjCIsCollectable
Referenced from: /System/Library/Frameworks/Security.framework/Versions/A/Security
Expected in: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.1.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
in /System/Library/Frameworks/Security.framework/Versions/A/Security
Hi. I am testing your`s implementation of BoundingOrientedBox and found out issue that if object initially has some rotation, intersection with a ray will be not performed correctly, but if I load object without rotation and will rotate it later, intersections with Ray works great.
Is there an issue with OBB, which I should know or this is default behaviour and I should deal with it in another way?
please show me where can I download this library?
Looks like the storage sample is using pre XNA 4.0 methods, and it does not compile. Im trying to use an implementation of the new XNA 4.0 way of doing things I know works in windows, but it is not working in Monogame.
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