Stumbling over code
by shinali
I looked a bit deeper into MonoGame/XNA 4.0 as I thought MonoGame was way more feature complete than MonoXNA was. It took some doing but I made all the preliminary changes to Bastion to make it build under XNA 4.0. Unfortunately, I don't know if it actually works or not as I need to convert the assets to XNA 4.0's new content pipeline. I'd have to convert the assets first to some version that w...
I looked a bit deeper into MonoGame/XNA 4.0 as I thought MonoGame was way more feature complete than MonoXNA was. It took some doing but I made all the preliminary changes to Bastion to make it build under XNA 4.0. Unfortunately, I don't know if it actually works or not as I need to convert the assets to XNA 4.0's new content pipeline. I'd have to convert the assets first to some version that would let me convert it back to XNA 4.0 assets. I'll look into that later.
I've started some work on the Effects system in MonoXNA. I've created a utility that will create XNB files from a given vertex/fragment/both shader file(s) and they seem to be reading fine. I'll be looking at MonoGame's new Effects system in order to extract uniform variables from the shaders and use them as parameters. I'll also need to look into making MonoXNA automagically apply whatever texture/sprite it's drawing to the currently running Effect. GLSL probably has some variable that can refer to an ActiveTexture on OpenGL side of things, though probably not.