stromkos
stromkos
> WindowsDX / UWP projects allow Texture2D.GetData from other threads. Historically, XNA had a single threaded model, therefore WindowsDX and all SharpDX derived platforms, do as well. With the SDL...
Would it not be better to synchronize the game and UI threads to replicate the XNA single threaded model, with a proper implementation of `IsRunningSlowly`? The goal of MonoGame versions...
> In my experience XNA allowed GetData requests without issue from other threads (I used this extensively on Xbox 360 games). Yes, the main game thread was blocked on the...
> Also the Game thread shouldn't be blocked... This depends on usage, multiple direct calls from `Game1` as shown in tutorials for XNA, some of which either directly state or...
This behavior is normal. The shader files are translated by MojoShader to the proper target language into a new file. If that were not the case, building for a GL...
The window is created, but not visible. The form is not exposed to the user, only its handle. You an use the handle with a native call to show the...
@nkast, Thank you, I was unaware of that function. The GameWindow class does offer a MouseState, `Mouse.GetState(_otherWindow)`, for the second window that is timing consistent with the main window's MouseState....
> ... why not easy to solve? Please note that the term "`Content` directory" refers to both the mgcb output directory and the Content root directory of the loaded game....
There is an issue with the code below, making this code not PR worthy without work and debate: 1. Fixed windows should never be made fullscreen without author support. My...
The existing GameWindow.Create() needs additional parameters to center and fullscreen on a secondary monitor when available.