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Game hangs when focus lost after some time

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@MuletTheGreat wrote:

When I alt+tab out of the game, after a while the game hangs. The currently it's running on is

 lock (_d3dContext)
                    _swapChain.Present(syncInterval, PresentFlags.None);

I've also got a bunch of these in the output.

The thread 0x5e28 has exited with code 0 (0x0).
The thread 0x4894 has exited with code 0 (0x0).
The thread 0x5958 has exited with code 0 (0x0).
The thread 0x4554 has exited with code 0 (0x0).
The thread 0x4d34 has exited with code 0 (0x0).
The thread 0x3f8 has exited with code 0 (0x0).

Back when we had an IndieCity XNA build, audio playback when the game was unfocused would cause something similar. Beside this, I'm not sure where to begin to find and more and fix it.

This is a x64 build, that is being released on Steam.

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Arrays in shader cause runtime compilation error on Android (OpenGL ES 3.2)

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@YTN wrote:

I have added support for multiple lights to my shader (via arrays). This works fine using OpenGL on PC. However, when I try running it on Android (Pixel C with OpenGL ES 3.2), I get the following error:

Unhandled Exception:

System.InvalidOperationException: Shader Compilation Failed

Any ideas as to why that might not be working on Android? Removing the arrays gets everything working just fine.

Thanks.

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[SOLVED]Build from source, unexpected rendering issue

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@Ravendarke wrote:

I need to make some changes to source, so I decided I will finally build monogame from source. I made some minor changes to draw string. Now once I used my MonoGame.Framework.dll I've encountered unexpected issue that will be better to show with image.

Original:

This seems to affect only some render targets, what is even more confusing is the way how it is affecting them. This are definitely not just swapped color channels, difference is much more drastic. Has anyone encountered something like this?

Edit: at this point I know it is somehow related to Render Target surfaces as well as to my Gauss blur shader.

Edit2: It boils down to this difference:

This is post gauss blur pass, input is same

Edit3: Here is where it falls apart

SCREEN_MANAGER.Device.SetRenderTarget(lightRTa);
batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null); //
batch.Draw(lightRT, new Rectangle(0, 0, lightRTa.Width, lightRTa.Height), Color.White);
batch.End();

if I use .Opaque then both results are same, on Alpha Blend behavior is vastly different, thing is I need that alpha channel.

Solved altho I am still confused, it seems like clear color after reusing RT is for whatever reason #442288 while prebuild framework dll clears to black.

Post solved edit: I am now 100% sure that reusing render target that discard content results in #442288 while prebuild monogame "clears" to #000000

Final edit: /Facepalm

if DEBUG

    private static readonly Color DiscardColor = new Color(68, 34, 136, 255);

else

    private static readonly Color DiscardColor = new Color(0, 0, 0, 255);

endif

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ContentManger Not Unloading Properly

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@michaelarts wrote:

Hey everyone,

I have two ContentManagers, one that contains assets that are always in memory, and another that unloads between levels. Whenever I call Unload I see a small amount of memory unload, but no where near the amount that it should be. (For example: I load in ~600mb of content but only 100 is leaving memory) So because of this my game crashes because there's no more memory on the Xbox One for the next level. I've also tried calling Dispose on the ContentManager, and manually calling GC.Collect but the results are the same.

When my game boots, I've tested loading both level one and two, and they both load fine individually... so I know the issue isn't that one of the levels has too much content. The out of memory exception only happens when I load level one, unload and then try to load the next level.

This issue only seems to occur on UWP... this code works correctly on MonoGame.PS4 and XNA4. I've read other topics where people have had this issue but so far I haven't found a solution. Are we supposed to call Dispose on every single object individually? I was under the impression we only need to call Unload on the ContentManager that loads in the content.

Would really appreciate some help!

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Missing Processor in Pipeline Tool after installing Dev Branch

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@sam_vdp wrote:

Hi,

I have recently switched from 3.6 to the dev branch 3.7.0.1467 of MonoGame and I have small issue with the Pipeline Tool. I am using a bunch of custom processors and they work fine in the build process, but the Pipeline Tool UI only shows them as "Invalid / Missing Processor" when editing the .mgcb file.
I suspect this might be caused by the fact that the MonoGame.Framework.Content.Pipeline.dll that I am refercing is still 3.6? The dev installer apparently did not include an updated Content Pipeline.

Any ideas as to what I may have done wrong?

Thanks,
Bart

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How can I do override SpriteBatch class?

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@Creta5164 wrote:

Problem


In previous thread, I asked can possible floating position, size, etc in SpriteBatch class.

So I tried override SpriteBatch class, but it's can't possible because the class was not available due to the level of protection.

If there is no way for this, can I find some example or guide for making spriteBatch system?

Way I want do this...


Cause I want do make smooter visual for vector-like graphics.


This video is testing my 'SVG files to MSDF texture atlas' tool.
I tried use this to my MonoGame project but SpriteBatch make some pixel spaces. so sad...

How I can do achieve this?

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Bloom effect

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@Valentin_Honore wrote:

Hello guys,

I 've found a tutorial to use some bloom effect in my game. The tuto can be found here.
But I encounter an strange error. Actually, Visual Studio tell me that
Build : 1 succeeded, 0 failed, 0 skipped but no window appear ...

If you put the line 34 in comment, the code still build successfull and a window appear but without the bloom effect ( it's normal because we put the line 34 in comment).
So why when the line 34 is not in comment, the project build well but no window appear ?

Thanks in advance to the time you'll give me

This is the code :

using System;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

using BloomPostprocess;

namespace TestNeon
{
///


/// This is the main type for your game.
///

public class Game1 : Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    Texture2D space_Sprite;

    Texture2D player_Sprite;

    BloomComponent bloom;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";

        graphics.PreferredBackBufferWidth = 1280;
        graphics.PreferredBackBufferHeight = 720;

        bloom = new BloomComponent(this);
        Components.Add(bloom);
        bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 10, 1.5f, 1);

    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>


    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>


    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        player_Sprite = Content.Load<Texture2D>("geometryShip");
        space_Sprite = Content.Load<Texture2D>("spaceSprite");

        // TODO: use this.Content to load your game content here
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// game-specific content.
    /// </summary>


    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>


    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            Exit();

        // TODO: Add your update logic here

        base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>


    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {

        GraphicsDevice.Clear(Color.CornflowerBlue);
        spriteBatch.Begin();

        spriteBatch.Draw(space_Sprite, new Vector2(0, 0), Color.White);
        spriteBatch.End();
        bloom.BeginDraw();
        spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive);
        // TODO: Add your drawing code here

        Rectangle sourceRectangle = new Rectangle(0, 0, player_Sprite.Width, player_Sprite.Height);
        Vector2 origin2 = new Vector2(player_Sprite.Width / 2, player_Sprite.Height / 2);
        spriteBatch.Draw(player_Sprite, new Vector2(50,50), sourceRectangle, Color.White, 0, origin2, 0.5f, SpriteEffects.None, 1);

        spriteBatch.End();


        base.Draw(gameTime);
    }
}

}

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Android AssetManager - file count

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@KapitanH wrote:

Hey,

does anybody know if it is possible to get more info from the AssetManager, like number of files in the Asset folder? I'm looking preferably for functionality similar to what .NETs Directory class provides...

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Can't get this instanced shader to work right.

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@willmotil wrote:

I was working on instancing a few days ago and decided id like to just pass in a world orientation matrix per instance. This seemed straightforward at first but no matter what i do, i can't get proper transformation to occur i honestly can't even see what is really going wrong the results are weird.

So i pulled out my camera class and added that and a second game class.
I changed the Instanced Vertex structure to take a full wvp 4x4 matrix and passed it in for just a single instanced quad. At this point im starting to think that the data is not being passed in properly or it is being optimized out or something weird.

Both tests are here if anyone wants to take a look.

https://drive.google.com/open?id=15XqxQsAnp7invMe1ouiaiXPql7DovX5J

It should be working there is nothing left to it i was playing around with the w value thinking that was the problem but now im thinking that the actual values are not being passed in correctly.

    VSOutputInstanced MainVsInstanced(in VSVertexInputInstanced vertexInput, VSInstanceInputInstanced instanceInput)
    {
        VSOutputInstanced output;
        //float instanceTimeOrId = instanceInput.InstanceTimeOrId;
        float4x4 wvp;
        wvp[0] = instanceInput.InstanceLeft;
        wvp[1] = instanceInput.InstanceUp;
        wvp[2] = instanceInput.InstanceForward;
        wvp[3] = instanceInput.InstancePosition;
        float4 posVert = float4(vertexInput.Position, 1.0f); // 0.0f i give up lol.
        float4 pos = mul(posVert, wvp);
        // passthru
        output.Position = pos;
        output.TexCoord = vertexInput.TexCoord;
        output.Color = float4(1.0f, 0.0f, 0.0f, .99f);
        return output;
    }

    float4 MainPsInstanced(VSOutputInstanced input) : COLOR0
    {
        float4 col = tex2D(TexSamplerA, input.TexCoord) *  input.Color;
        // straight clip alpha draws
        clip(col.a - .05f);
        return col;
    }

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How to handle depth when using multiple shaders.

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@mgtaa wrote:

I'm wondering if anyone has any suggestions or articles that may give me a good idea of how to approach this. I'm looking for how to structure my draw calls when I want to handle multiple shaders, or only want to apply a shader to a single sprite.

From my understanding you can only apply a single shader to a spritebatch call, so I'm interested in how to ensure depth is maintained between different spritebatch calls.

Right now I'm using the build in depth parameter for spriteBatch.Draw

spriteBatch.Draw(Animation.Sprite, location, drawRect, Color.White, 0f, origin, 1f, SpriteEffects.None, Layer);
and everything is being drawn in one spriteBatch call to maintain depth between all objects.

Any assistance or direction would be appreciated. :slight_smile:

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Why does MonoGame calls DoUpdate() before RunLoop()?

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@GaijinFox wrote:

I am reading the source code to learn how MonoGame works internally, and in the Run(GameRunBehavior) method of the Game class I noticed the following:

 case GameRunBehavior.Synchronous:
                    // XNA runs one Update even before showing the window
                    DoUpdate( new GameTime() );

                    Platform.RunLoop();
                    EndRun();
                    DoExiting();
                    break;

There's DoUpdate()

Later on, inside the Platform.RunLoop() it calls Game.Tick(), which then calls internally DoUpdate() again

From what I understand, it gets on an endless game loop on Platform.RunLoop() until the user quits the game.

But why is it required to run that isolated DoUpdate() before it gets on the loop?

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Anti Aliasing

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@Patrick_ARMAND wrote:

Hi all,

i create a 2D game and have some worries about anti aliasing.
I read on different posts that PreferMultiSampling = true which works fine on Xna 4.0 doesn't work on Monogame.

I build 2 basic projects drawing a texture with rotation one under xna and one under monogame and while MSAA works fine with PreferMultiSampling = true on Xna it fails on Monogame.

On Monogame i can't activate it in game constructor but only during initialize and the result is a clear screen, the texture is not rendered.

So my question is: does MSAA work on Monogame and if yes how ?

Thx

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How can I achieve this camera effect?

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@Katorias wrote:

Hey guys,

I'm pretty new to Monogame and 3D programming in general, and need some help with a specific camera rotation effect I'm trying to achieve.

Essentially what I want to be able to do is have the camera rotate around a point, origin is fine for this example, but while rotating I want the camera to be looking straight ahead, it's rather difficult to explain so I've created a poorly drawn graphic to help describe what I'm talking here which shows the camera at different points of the rotation and the direction the camera should be facing.

I think I need to somehow translate the target vector of the camera so it's relative to the position of the camera but I'm having a hard time getting the math right, so just looking for a nudge in the right direction if possible!

Thanks :slight_smile:

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How to retrieve the position of a ModelMesh whose position was set in blender?

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@Optmisitic_Peach wrote:

Hi there, I have a tree that I have created in blender:


Where each one of the "Bushes" of sorts is it's own ModelMesh. I load this into my game and render it using this to apply the positions and scales:
        Matrix[] modelTransforms = new Matrix[TreeModel.Bones.Count];
        TreeModel.CopyAbsoluteBoneTransformsTo(modelTransforms);

        foreach (var Mesh in TreeModel.Meshes)
        {
            foreach (BasicEffect effect in Mesh.Effects)
            {
                effect.EnableDefaultLighting();
                effect.AmbientLightColor = new Vector3(0.35f);

                effect.View = Cam.viewMatrix;
                effect.Projection = RotatingCam.projectionMatrix;

                effect.World = modelTransforms[Mesh.ParentBone.Index];
            }
            Mesh.Draw();
        }

It renders just fine, and now I am using a separate render target and color IDs to get which "Bush" the mouse is over.
What I need is a way to get the Position of the bush in Coordinates so that I can move my camera over it when it's clicked.
All help is greatly appreciated!

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ViewPort.Unproject(...) problem.

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@willmotil wrote:

I just tried my old code from xna, that would turn mouse positions into world coordinates.
It basically used Viewport.Unproject() Im not sure i've ever tried to use it in monogame.
Well it doesn't seem to work as expected any sort of rotation to the view doesn't translate into world coordinates.

I looked at the code and it appears to be using the xna 2.0 code which was faulty if i remember right.
Either way... I decided to take a look at it and too me it seems that the whole thing is overly complicated.
So i wrote my own version which seems to give usable world positions though the z is slightly off.

Here's how i was using the original if someone see's anything wrong.

        // The unproject used inside this is improper 
        public Ray GetScreenVector2AsRayInto3dWorld(Vector2 screenPosition, Matrix projectionMatrix, Matrix viewMatrix, Matrix world, float near, float far, GraphicsDevice device)
        {
            Vector3 farScreenPoint = new Vector3(screenPosition.X, screenPosition.Y, far); // the projection matrice's far plane value.
            Vector3 nearScreenPoint = new Vector3(screenPosition.X, screenPosition.Y, near); // must be more then zero.
            Vector3 nearWorldPoint = Unproject(nearScreenPoint, projectionMatrix, viewMatrix, world, device);
            Vector3 farWorldPoint = Unproject(farScreenPoint, projectionMatrix, viewMatrix, world, device);
            Vector3 worldRaysNormal = Vector3.Normalize(farWorldPoint - nearWorldPoint);
            return new Ray(nearWorldPoint, worldRaysNormal);
        }

        // This is worthless the coordinates aren't rotated in world space by the view matrix.
        // so the whole thing becomes junk.
        public Vector3 Unproject(Vector3 source, Matrix projection, Matrix view, Matrix world, GraphicsDevice gd)
        {
            Matrix wvp = Matrix.Multiply(Matrix.Multiply(world, view), projection);
            Matrix inv = Matrix.Invert(wvp);
            Vector3 clipSpace = source;
            clipSpace.X = (((source.X - gd.Viewport.X) / ((float)gd.Viewport.Width)) * 2f) - 1f;
            clipSpace.Y = -((((source.Y - gd.Viewport.Y) / ((float)gd.Viewport.Height)) * 2f) - 1f);
            clipSpace.Z = (source.Z - gd.Viewport.MinDepth) / (gd.Viewport.MaxDepth - gd.Viewport.MinDepth);
            Vector3 invsrc = Vector3.Transform(clipSpace, inv);
            // k but were is my translation from view space.
            float a = (((clipSpace.X * inv.M14) + (clipSpace.Y * inv.M24)) + (clipSpace.Z * inv.M34)) + inv.M44;
            if (!WithinEpsilon(a, 1f))
            {
                invsrc.X = invsrc.X / a;
                invsrc.Y = invsrc.Y / a;
                invsrc.Z = invsrc.Z / a;
            }
            return invsrc;
        }

Here is the version i made with comments.
Which makes me wonder why they are doing all the extra stuff.

        // uses my unproject.
        public Ray MineGetScreenVector2AsRayInto3dWorld(Vector2 screenPosition, Matrix projectionMatrix, Matrix viewMatrix, Matrix world, float near, float far, GraphicsDevice device)
        {
            Vector3 farScreenPoint = new Vector3(screenPosition.X, screenPosition.Y, far); // the projection matrice's far plane value.
            Vector3 nearScreenPoint = new Vector3(screenPosition.X, screenPosition.Y, near); // must be more then zero.
            Vector3 nearWorldPoint = UnprojectMine(nearScreenPoint, projectionMatrix, viewMatrix, world, device);
            Vector3 farWorldPoint = UnprojectMine(farScreenPoint, projectionMatrix, viewMatrix, world, device);
            Vector3 worldRaysNormal = Vector3.Normalize(farWorldPoint - nearWorldPoint);
            return new Ray(nearWorldPoint, worldRaysNormal);
        }

        // We don't even need the projection or view matrix for world coordinates. 
        // Just the camera world matrix. Basically a CreateWorld(...) using the cameras values.
        public Vector3 UnprojectMine(Vector3 screenPosition, Matrix projection, Matrix view, Matrix world, GraphicsDevice gd)
        {
            // Gonna do this the easy hard way piece by piece.
            var vp = gd.Viewport;
            Vector3 s = screenPosition;
            // Well jump out of screen space to clip space.
            var cx = (((s.X - vp.X) / vp.Width) * 2f) - 1f;
            var cy = -((((s.Y - vp.Y) / vp.Height) * 2f) - 1f);
            // this looks slightly off to me im not sure this is completely proper to think of it like this.
            // i mean the user sees the near plane as basically zero depth even if its not so i dunno.
            // then again maybe im not to sure yet.
            var cz = (s.Z - vp.MinDepth) / (vp.MaxDepth - vp.MinDepth);
            //
            // Ok at this point we have cliped space mouse coordinates ... ? right .... ?  hummm....
            //
            // However... we haven't reversed the w ...
            // In truth we haven't ever applied the w either...
            // We never had to go thru view projection space.
            // Which means, the coordinate system we are actually within is ? ...
            // ModelSpace... ? 
            // lets see if that is true.
            // If c xyz is actually in model space then our screens offset currently is actually the camera space but not the view space.
            // Such that the camera world multiplied by these values will yeild ... 
            // world space coordinates that are defined by the camera as the origin.
            //
            Vector4 v = new Vector4(cx, cy, cz, 1.0f);
            var vw = Vector4.Transform(v, world);
            // Are we there yet ? Let's see.
            // if we are then, We can pass this to create world. Make a final wvp matrix. Multiply a forward pointing quad to get a proper visual mouse point at a specified z depth.
            return new Vector3(vw.X, vw.Y, vw.Z);
        }

Ironically i wrote this straight out and it seems to be nearly working right off the bat the z depth is off it seems though.
The worst part off the monogame one is that weird stuff happens when the system coordinates changes as the camera crosses into positive z system coordinates. Unless im doing something wrong, if anyone knows how to use the monogame version properly let me know, cause either im misunderstanding something or its messed up.

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MessageBox theme discrepancies

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@live627 wrote:

I'm using Windows 10. I want the top message box to be themed, like the ones with yes/no and ok buttons. I have the following to enable the theme in app.manifest:

<!-- Activate Windows Common Controls v6 usage (XP and Vista): -->
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>

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How to show dialogbox

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@harryh100 wrote:

Hi there,

I´m trying to port a windows game to linux and didn´t find a way to show a dialogbox on linux where the user can enter text and which has an ok and cancel button. On Windows 7 I use Interaction.InputBox from the visualbasic-namespace which doesn´t exist on mono for linux. Windows.Forms doesn´t seem to exist on a monogame cross platform project either so I´m out of luck maybe? Does anybody know a method to show a messagebox with an input field and a few buttons on Linux?

Thank you,
Harry

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Changing the Pitch property on DynamicSoundEffectInstance has no effect

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@niocwy wrote:

Changing the property on a SoundEffectInstance works though.

Maybe I missed something and this is working as intended. Or is that a bug ?

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How to Detect Alt Tab / Lost Window Focus?

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@rystills wrote:

Currently if a user is playing in fullscreen mode and Alt+Tab's out of the game, upon switching back to the game window, the game will no longer be fullscreen. This is somewhat inconvenient for the player, as they then need to open the options menu and toggle the fullscreen setting twice to return to fullscreen mode. Is there any cross-platform way to detect when the MonoGame application loses focus to compensate for this?

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Errors due to different versions of Monogame framework and pipeline tool...?

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@EvilRikard wrote:

I'm using xamarin and monogame to develop a game. I develop on three different computers; one stationary PC, one laptop PC and one MacBook. I have my codebase under source control. In order to make sure I use the same version of Monogame I have copied one version of the framework (Monogame.Framework.dll) into my project and I'm referencing that instead of the ordinary link (also since the link/location is different on PC and Mac for instance). Now all of a sudden I'm getting strange errors on my stationary PC (but not on the laptop PC or MacBook):

  • The conent builder seems to be using a newer version of the Monogame.Pipeline tool than the actual framework I'm using for the game. It builds a basic shader and when I run the game I get an error that the effect is for a newer version of Monogame than I'm running.
  • Also, the target directory for the built assets now seems to be a new folder (I assume that's why the pipeline tool recognizes the need to build everything again...?)
  • I bypassed this issue by placing a copy of the already built ("old") shader .xnb in my content and just "copying" that .xnb instead of actually building anything.
  • The after that I'm able to start the game but after my loading screen I get this: System.Transactions Critical: 0 : http://msdn.microsoft.com/TraceCodes/System/ActivityTracing/2004/07/Reliability/Exception/UnhandledUnhandled exceptionPuzzle_of_Lights.exeOpenTK.Graphics.GraphicsContextException, OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4Failed to make context 131072 current. Error: 6 at OpenTK.Platform.Windows.WinGLContext.MakeCurrent(IWindowInfo window)

Does anybody have any idea about what could be going on here? I suppose more details might be required to answer this but I'm not sure exactly what information to provide.

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