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!
Flush
-method? My friend uses it on WindowsDX, and I'm wondering whether I need to replace it with something. For now I just use #if DIRECTX
to disable it on DesktopGL
Flush
is odd - it's mentioned in the docs on the base GraphicsDevice
(https://docs.monogame.net/api/Microsoft.Xna.Framework.Graphics.GraphicsDevice.html#Microsoft_Xna_Framework_Graphics_GraphicsDevice_Flush), but it's not in the latest code on develop. I would file an issue for this
Flush
) and then each implementation has one named "Platform X" - for instance, PlatformFlush
DrawUserPrimitives
code, but apparently not possible, because MonoGame doesn't have PDBs on Nuget. I'll try to compile MonoGame myself
I was able to build from "develop" branch and add MonoGame as a project dependency like this:
<ProjectReference Include="..\MonoGame\MonoGame.Framework\MonoGame.Framework.DesktopGL.csproj" />
<ProjectReference Include="..\MonoGame\Tools\MonoGame.Content.Builder.Task\MonoGame.Content.Builder.Task.csproj" />
but now the Content won't get built
Okay, I decided to skip that idea, and wen't back to using Nuget packages. What I found out instead is that somehow using POSITION1 in the shader crashes it:
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
// float4 PosWorld: POSITION1;
float2 TexCoord : TEXCOORD0;
float2 Glow: TEXCOORD1;
};
If I remove comments from PosWorld, the game crashes. But that PosWorld is important, so I'm not sure what's the alternative