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  • 00:00
    jnoyola edited #7090
  • Apr 08 17:11
    diolive commented #4504
  • Apr 08 17:10
    diolive commented #4504
  • Apr 07 21:37

    Jjagg on develop

    Fix MGCB.Task edge cases Merge pull request #7093 from j… (compare)

  • Apr 07 21:37
    Jjagg closed #7093
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    Jjagg commented #7093
  • Apr 07 20:37
    jnoyola edited #7093
  • Apr 07 20:37
    jnoyola opened #7093
  • Apr 07 19:06
    bartwe synchronize #6958
  • Apr 07 18:52
    tomspilman commented #6958
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    bartwe commented #6958
  • Apr 06 21:21
    DameonL commented #7035
  • Apr 06 21:19
    jnoyola synchronize #7090
  • Apr 06 13:36
    Juhlinus commented #6695
  • Apr 05 23:58
    Brett208 opened #7092
  • Apr 05 22:55
    jnoyola synchronize #7090
  • Apr 05 17:02
    harry-cpp commented #6695
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    Juhlinus commented #6695
  • Apr 05 12:42

    Jjagg on develop

    Added MouseState.ToString to ma… Merge pull request #7091 from S… (compare)

  • Apr 05 12:42
    Jjagg closed #7091
Matteo
@Eversor
thank you!
Matteo
@Eversor
let's say i wanted to add some custom calculations to the alpha-test shader
should i take the existing alpha-test shader, copy paste or inherit the AlphaTest effect, modify the .fx file for the AlphaTestEffect and recompile it, or there is a more sensible way to do it?
(because the idea was to add some cool water ripples effect below the surface)
Vicente Penades
@vpenades
no clue, sorry
Matteo
@Eversor
looks like the AlphaTestEffect is a super-elaborate thinghy needed for customizable effects
if one just wishes to alphatest in the shader you can use the clip function like so
float4 txcol = tex2D(s, input.uv);
clip(txcol.a - alphatreshold);
Dokug
@Dokug
Hi, I'm sorry that I have to ask this question here, but the forum login seems to be broken..
I have tried out the development build for Monogame.WindowsDX.Core and copied my code and all my assets to the new Project (which makes it an exact 1:1 clone) and ran it.
I noticed, that the graphics in this version are noticeably different (worse) in the .Net Core build.
I would love to add some reference pictures, if I knew how to do that here.
It seems that .Core adds some transparency where none should be (which I tried to disable in the Content Builder).
Is anyone familiar with the problem I'm describing?
Matteo
@Eversor
Are seeing it in simple pictures or in a complex project?
i post pictures by CTRL-C - CTRL-V
or Shift+Win+S to make a snip of the screen then CTRL-V
Matteo
@Eversor
Does anyone know how can we get a Content project to be rebuilt if a content file changes?
Dokug
@Dokug
Quite simple actually, just a base texture where some letters/symbols are drawn on top of.
Like
spritebatch.draw(baseTexture);
spritebatch.draw(LetterA);

Can't seem to CTRL+C it in here, but I've added 2 Pictures to Dropbox:
https://www.dropbox.com/s/vtedpw06rthfk9d/Overview.png?dl=0
Here the .Net Core version is on the left, the original on the right

https://www.dropbox.com/s/724p4lb0dmhj921/DirectCompare.png?dl=0
and here the .Net Core version is on top

Matteo
@Eversor
hmmm, are you manually converting to int your destination coordinates ?
i had some problems with an half pixel shift on the .net core some time ago, but I'm not sure if it's the problem here
does anyone know if hardware can apply this kind of sharpening in post processing?
(i didn't understand if you copied the content over "after" compiling it or before compiling it)
Dokug
@Dokug
I have a list of Rectangles for all the positions of the letters, so I assume the answer is yes..
Well.. it's not so much a pixel shift as just a change in the Texture imo
The source png's are getting compiled into .xnb files by the new project (I copied the source, not the compiled xnb's)
Daniel Sör
@Ragath
@Eversor it normally does that by default, through the *.csproj
Matteo
@Eversor
@Ragath i think mine is not doing it because i have it in a separate project, referenced by the application project
i had to move it because it was still compiling all the spritefonttextures every time, regardless they were already updated or not
Daniel Sör
@Ragath
split those into a separate mgcb then, that way you can build the spritefonts manually as needed and let the rest build automatically
Matteo
@Eversor
thank you, i'll do it
is the problem with the spritefonttextures still due to the starting font being an empty space?
Dokug
@Dokug
Just to clarify, the letters in this case are real seperate textures, no spritefont
Matteo
@Eversor
yes sorry this is a different problem
i'm not sure, just that out of experience it's either an half pixel shift that causes blurriness due to interpolation, or like you said, blurriness right into the compiled texture, but this never happened to me
you should be able to tell by setting the sampler of the spritebatch to "pointclamp"
if you still get blurriness the problem is in the built xnb
if you get "deformed" fonts but not blurry, the problem lies in some kind of shift in the output position
Matteo
@Eversor
you could also get deformation if you are scaling the text for a non-integer factor, maybe to fit a specifica size ?
Dokug
@Dokug
First of all, thank you so much for your help.
I just tried it with
spriteBatch.Begin(samplerState: SamplerState.PointClamp);
but that doesn't seem to make a difference
I am indeed scaling the texture, from the original 452x581 down to 17x17*0.8, for the letter A, for example.
(I know that's not optimal yet, but I'm not yet at an optimization stage)
Jesse
@Jjagg
@Dokug What went wrong on the forum? How did you try to login? We made some changes, but I wasn't aware of any issues.
Dokug
@Dokug
No matter which version of the login I try, I always get a variant of the message "Sorry, there was an error authorizing your account. Please try again." (<--That's the Github-Login specific one.)
For Google/Facebook it goes to the respective page, where a similar message appears.
In the adress bar it says some variation of "redirect_uri_mismatch" (<-- That's the Google one)
With the Github login variant, I stay on the Monogame site, with the message, for Google/FB, it goes to the specific page
Jesse
@Jjagg
Thanks! We'll get it sorted out :)
Tom Spilman
@tomspilman
@Dokug - Can you try again with either Google or GitHub
i believe the issue was just the change to https broke things
Dokug
@Dokug
Now both the Github and Google Login work ;)
Hajime Hoshi
@hajimehoshi
https://jjagg.github.io/MonoGame-docfx/manual/content/using_pipeline_tool.html Hi. I found the link to the source of the pipeline tool is missing
Is this tool available on macOS btw?
Oh now I found it in Application.
Hajime Hoshi
@hajimehoshi
Q: I'm using InfinitespaceStudio on macOS http://www.infinitespace-studios.co.uk/general/monogame-building-fx-shaders-on-a-mac-and-linux/ . I've succeeded to compile an fx file, but I'm now stuck with an error This MGFX effect is for an older release of MonoGame and needs to be rebuilt when loading. Any suggestions?
Romber
@Rombersoft
mg.png
I guess that text is cropped from below. What can you explain this?