I think would be nice to have, since if you have a dll (with strong name key) and want to reference MG from NuGet, right now is impossible :confused: and if you don’t use the strong name you can reference a strong named assembly. So there is no downside in sign it.
I can't draw the texture from a swapchain to the screen using spritebatch. Any ideas why? I get a sharpdx invalid parameter error
specifically on endBatch
I think the texture might be created with a special flag to serve as a swapchain
I've never really looked into the swapchain stuff in MG, it seemed like it'd been shoehorned in
I've a question
for me number one missing MG feature is ability to compile effects in the run-time
so question - is it theoretically possible to add it with modern technologies such as SPIR-V?
or still not possible?
Michael Cummings (MSFT)
@rds1983 Being able to compile Effects at runtime is entirely on the availability of an hlsl or glsl compiler for the target platform. It's entirely possible to do it on desktop OSs, but not so much on iOS or Android without a lot of additional effort. What is the driver behind wanting this feature since you need to compile your app for each platform anyway, why not just compile your Effects at that time?
@mcumming let's say I am making a 3d engine and I've one uber shader that has macro parameters like number of direct lights, number of point lights, number of flashpoint lights, number of bones(for skinning), etc
and thing is I may not know how much actual lights the rendered scene has
so I want that shader to be compiled in the run-time with macro parameters corresponding to the scene actual number of lights and bones
Sure you can do runtime compilation, as long as your compiler works on the platforms you're targeting
Meaning currently you can do it on Windows only
I have a WIP project for a SPIRV shader content pipeline, but don't have time to spend on it right now, unfortunately
if target just desktop, this is kinda overcomplexing the project ? should just expose GL api so people who care just about desktop can load their GLSL shaders without issues
Michael Cummings (MSFT)
@rds1983, sounds to me like you are trying to solve the game developers problem for them. Or to say it another way, you are recreating the fixed fuction pipeline using a monolithic shader. It's been done before, like Ogre3D Shader Component.
Does anyone else have issues when they click on the "build server" link on the github page?
don't know if it's my router / internet or something else
Not sure if it matters to anyone, but I've been having a few problems on my hardware with infrequent stutter for a few weeks. Completely went away after an nvidia driver update!
Stutter was occurring on my desktop 1070, and my laptop 1050ti, driver is v436.15 on 64bit Win 10.
I mean the fixed driver.
@rds1983 assuming you're not planning on recalculating those during active gameplay, you could analyze your scenes as part of the build pipeline and compile a bunch of different versions of the shader there
@Ragath it'll work if I dont have too many different variants