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Monogame for xamarin studio
Monogame for xamarin studio











monogame for xamarin studio

I reworked my textures so that they were square (or the big ones, anyway), and got things down to a manageable size again. Why is this? PVRTC compression has an additional requirement over DXT compression in that it requires textures be square.

#Monogame for xamarin studio windows

The first time I built iOS content files, I was surprised to see that my textures were 23MB instead of 7MB for the Windows versions. The MonoGame Texture content processor lets you specify a Compression Mode, similar to (or in addition to, since both properties exist) the DXT compression available on Windows. So right now you’ll need to use conditional compilation symbols to switch to the correct parameter name in your C# code. One caveat here is that the shader parameter names are different in OpenGL. For OpenGL platforms, this includes functionality that converts HLSL effect files to GLSL. Using these content processors, the correct XNB files will be built for your target platform. On my machine this was located at “C:\Program Files (x86)\MSBuild\MonoGame\v3.0\MonoGameContentProcessors.dll” This requires you add a reference to MonoGameContentProcessors.dll in your content project. MonoGame SpriteFont, MonoGame Effect, MonoGame Texture, etc…). In your game’s content project, you need to switch to using the MonoGame content processors (e.g. xnb files for iOS, which are then copied into your Xamarin Studio project on MacOS. Eventually MonoGame will allow building content on MacOS but for now you need to create a blank project in Visual Studio, edit the project file so it builds iOS (details are on the MonoGame site), and link to your content project. Preambleįirst, there was a little more work to do on the Windows side of things. In this port I’ll describe what I’ve done to get it up and running on my iPad, and what’s still left to do. This let me flesh out any MonoGame or OpenGL-specific issues before working on the iOS port. Basically it described my experiences building a Windows OpenGL version of an updated version of my game Entangled. Many months ago I made my first post about this.













Monogame for xamarin studio