Colours are represented with Blue and Red switched
I'll preface this with the fact that I don't specifically use MonoCef. I've been working on an integration between CefGlue and MonoGame for my own purposes, and looking at this project among others for help at times. I've hit a problem and realised it's present here too, so I thought I'd raise an issue, so you can be aware and look into it if you wish.
Simplest way to replicate is just set the background of .main-grid in this project to be #f00. Rebuild the UI, load up the game and you'll notice the colour is displayed as blue, rather than red.
I've popped a thread on the MonoGame forum asking for help - if I make any progress I'll try to remember to update here. Other than that, would appreciate any insights you may have.
There's now an excellent answer posted on that thread that provides a shader as a fix, barely took a minute to implement and test - seems to work perfectly. Just to reiterate it here in case some far-future searcher comes along and the thread doesn't exist anymore (courtesy of TheKelsam):
Texture2D SpriteTexture; sampler2D SpriteTextureSampler = sampler_state { Texture = <SpriteTexture>; }; struct VertexShaderOutput { float4 Position : SV_POSITION; float4 Color : COLOR0; float2 TextureCoordinates : TEXCOORD0; }; float4 MainPS(VertexShaderOutput input) : COLOR { float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates); float rBuffer = color.r; color.r = color.b; color.b = rBuffer; return color; } technique SpriteDrawing { pass P0 { PixelShader = compile PS_SHADERMODEL MainPS(); } }Put that in a “rbSwapShader.fx” file and add to your content builder, It can then be used like so:
shader = Content.Load<Effect>("rbSwapShader"); spriteBatch.Begin( sortMode: spriteSortMode, blendState: blendState ?? BlendState.AlphaBlend, effect: shader );