public Monogame()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferHeight = 768;
graphics.PreferredBackBufferWidth = 1024;
Content.RootDirectory = Directory.GetCurrentDirectory() + "/Content/";
}
dotnet tool
then it must've been removed from there somehow
mgcb-editor
work for you in a terminal?
which mgcb-editor
)
$HOME/.dotnet/tools
Hello friends. I've just git cloned source code from master branch but I can't to build solution for Linux OS because I get such error:
Error: NuGet packages need to be restored before building. NuGet MSBuild targets are missing and are needed for building. The NuGet MSBuild targets are generated when the NuGet packages are restored. (MonoGame.Content.Builder.Editor.Launcher)
How can I repair this problem?
/usr/share/dotnet/sdk/5.0.302/Sdks/Microsoft.NET.Sdk/targets/Microsoft.NET.TargetFrameworkInference.targets(5,5): Error MSB4186: Invalid static method invocation syntax: "[MSBuild]::GetTargetFrameworkIdentifier('$(TargetFramework)')". Method '[MSBuild]::GetTargetFrameworkIdentifier' not found. Static method invocation should be of the form: $([FullTypeName]::Method()), e.g. $([System.IO.Path]::Combine(`a`, `b`)). Check that all parameters are defined, are of the correct type, and are specified in the right order. (MSB4186) (MonoGame.Framework.DesktopGL)
Hello everybody I've noticed one bug in last version. There is code:
if (keyboardState.IsKeyDown(Keys.R))
{
I start application 3 or 4 times and then nothing happens after R key pressing. I change R to T in code and application again works 3 or 4 times running. Then I return code to R key (Ctrl+Z) and application again works 3 or 4 times running. I even set breakpoint inside {...} block but thread does not come inside it. I think it's real bug
Hello, I'm new to MonoGame, and I'm trying to help my friend to port his game to Linux. The project originally uses "WindowsDX" instead of "DesktopGL". But in "DesktopGL" the game just crashes on certain calls to DrawUserPrimitives
. It crashes on both Linux and Windows (his machine). On Linux the only error message I get is "segmentation fault". Windows doesn't give any useful message either.
Here's what the call to DrawUserPrimitives
looks like:
_graphics.GraphicsDevice.DrawUserPrimitives(
PrimitiveType.TriangleList, vertices, 0, vertices.Length/3, new VertexDeclaration(CustomVertex.VertexElements));
Here's how CustomVertex
looks like: https://pastebin.com/buJE0A5C
How can I start to figure this out? What sort of mistake would expectedly lead to a segfault on OpenGL / MonoGame? I couldn't find anything that seemed relevant in the forums.
Thanks!
:point_up: Edit: Hello, I'm new to MonoGame, and I'm trying to help my friend to port his game to Linux. The project originally uses "WindowsDX" instead of "DesktopGL". But in "DesktopGL" the game just crashes on certain calls to DrawUserPrimitives
. It crashes on both Linux and Windows (his machine). On Linux the only error message I get is "segmentation fault". Windows doesn't give any useful message either.
Here's what the call to DrawUserPrimitives
looks like:
_graphics.GraphicsDevice.DrawUserPrimitives(
PrimitiveType.TriangleList, vertices, 0, vertices.Length/3, new VertexDeclaration(CustomVertex.VertexElements));
Here's how CustomVertex
looks like: https://pastebin.com/buJE0A5C
How can I start to figure this out? What sort of mistake would expectedly lead to a segfault on OpenGL / MonoGame? I couldn't find anything that seemed relevant in the forums.
I'm using MonoGame 3.8 on core 3.1.
Thanks!