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Just have one message loop with a state or stack of modal dialogs that override your usual control flow: handle message(): if is input message: if has modal dialog: handle modal input message else: handle main input message If you have a window stack, this might be made a bit simple: handle message(): get top of window stack ...


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I got it, too. For me it was an issue with the Texture. On NVIDA things worked out fast. But my optical optimisation caused an ATI card to nealy resign. I work with a texture of size 4720 x 5600 (about) and modern cards work well with it. I tried to optimize borders using Wrapmode=GL_CLAMP_TO_BORDER_ARB . Therefore I need to supply the border argument to ...


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I have a game using MonoGame that supports touch and mouse. It is sort of a hack. Essentially I use conditionals to see if it is a touchscreen. If it is, I use gst = TouchPanel.ReadGesture();. If not, I "fake" the gesture by detecting the mouse state and coding it accordingly: #if (!WINDOWS_APP) while (TouchPanel.IsGestureAvailable) ...



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