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GraphicDevice.Present() giving me almost no result in async loading

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@TheMaxPirat wrote:

Hi! I'm trying to make LoadingScreen work with no threads UWP policy. It looks like everything works but I dont see anything on screen besides my GraphicDevice.Clear(color) results. I don't have any more ideas anymore what's wrong here, trying to make it work for forever.

Load method, everything gets called as intended.
private async void LoadAsync()
{
while (!done)
{
long lastTime = Stopwatch.GetTimestamp();
GameTime gameTime = GetGameTime(ref lastTime);
DrawLoadAnimation(gameTime);
await Task.Delay(10).ConfigureAwait(false);
}
}

Draw methods
void DrawLoadAnimation(GameTime gameTime)
{
if ((ScreenManager.GraphicsDevice == null) || ScreenManager.GraphicsDevice.IsDisposed)
return;
DrawAnim(gameTime);
ScreenManager.GraphicsDevice.Present();
}

public int testIncrease = 0;
public void DrawAnim(GameTime gameTime)
{
testIncrease++;
ScreenManager.GraphicsDevice.Clear(new Color(testIncrease, testIncrease, testIncrease));
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
spriteBatch.Begin();
//testing with some fresh texture
Texture2D blankTexture = new Texture2D(ScreenManager.GraphicsDevice, 1, 1);
blankTexture.SetData(new[] { Color.Red });
spriteBatch.Draw(blankTexture, new Rectangle(64, 64, 512, 512), Color.White);
//also some text writing code here 100% functional in usual draw loop
spriteBatch.End();
}

As you can see in the last method I use testIncrease to change GraphicDevice.Clear color, and it works! Background color gradually changing from black to white while loading, but textures and text are invisible. Do I need to do something else? Prepare spritebatch in some way for Present()?

Also, I did try to swap main thread and async tasks: main thread drawing and async task are loading the next screen. It works, but it is super slow so I really want to make this work (async drawing, main loading).
Any help greatly appreciated!

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