James B
James B
I made the following changes to BitmapFont.Loading.cs, starting at line 315. __OLD__ ``` C# void LoadTextures() { Textures = new Texture2D[Pages.Length]; for (var i = 0; i < Textures.Length; i++)...
Depending on what software is used to generate the font atlases, they could already be pre-multiplied. Also changing the renderer settings to non-premultiplied solves the issue, although that can then...
Ok, I haven't worked on my Nez project in a while but I'll try to extract the relevant code and/or create a PR.
Ah, I forgot about FNA not having all Monogame features. I'll pull FNA and see if I can work something out.
I've changed it so that it has old behaviour on FNA, and improved behaviour with monogame, using conditional compilation tags (#if FNA). It's pretty messy, but it does work. Ideally...
Ok. The code is even messier, but it now works fully on both monogame and FNA. Keys typed now match user keyboard layout, and you can hold keys to keep...
Has there been any consideration towards merging this PR? It seems like a straight upgrade, assuming that Sdl accurately reports scancodes accross desktop platforms. Most modern game engines/libraries use this...
Hi, I've seen that https://github.com/HigherOrderCO/Bend/issues/342 has been marked as a duplicate of this so I'll comment here. I'm using WSL on Windows 11, CUDA toolkit installed and verified working with...
Can also confirm that forcing a re-install also fixed the issue for me, although I did not do anything else, CUDA was already added to the path.
Is there a plan to make invalid operations like these produce compile time errors?