MonoXNA/MonoGame madness
by shinali
So I've got two branches for Bastion going; one for MonoGame, and another for MonoXNA. At first I was working with MonoXNA until I hit a wall on my home machine (which is Windows); most of the OpenGL functions were null. The notion itself is preposterous as I'm working with a fairly powerful ATi card that would support most, if not all, OpenGL extensions. I've tabled it and started working with...
So I've got two branches for Bastion going; one for MonoGame, and another for MonoXNA.
At first I was working with MonoXNA until I hit a wall on my home machine (which is Windows); most of the OpenGL functions were null. The notion itself is preposterous as I'm working with a fairly powerful ATi card that would support most, if not all, OpenGL extensions. I've tabled it and started working with MonoGame.
MonoGame is turning out to be a much tougher job as I have to rewrite much of Bastion in the conversion process from XNA 3.1 to 4.0, and I'm not even sure if my half baked refactoring would even work as I am not at all experienced with XNA. I'd hate to get most of the conversion done and come face to face with a screen of Cornflower Blue.
Today I continued work on my MonoXNA branch on a Linux box with some weak ATi card and things have been going much smoother. It fully builds under MonoXNA now so the problems I'm running into are things like functions that are not yet implemented. I've finally hit the wall with Effects, so I'll get to work on that system for MonoXNA after I review how Effects work under DirectX.
Unfortunately my productivity may end once I get on my home machine, unless I can use some OpenGL-enabled Linux VM. Perhaps I should just replace TaoFramework with OpenTK in MonoXNA as the former is no longer supported; I think the MonoXNA team were headed in that direction anyways.