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public static Texture2D ConvertToTexture(System.Drawing.Bitmap b, GraphicsDevice graphicsDevice) { Texture2D tx = null; using (MemoryStream s = new MemoryStream()) { b.Save(s, System.Drawing.Imaging.ImageFormat.Png); s.Seek(0, SeekOrigin.Begin); tx = Texture2D.FromStream(graphicsDevice, s); ...


Just build the XNB file on your personal machine, and use that file in your project. Remove the .spritefont file from your content project. Then add the built XNB file to your game project, in an appropriate directory (generally "Content") and set its properties (select it and press F4) to "Copy if newer". This is off the top of my head. So look at the ...


I had to call glUseProgram(program) before glUniformMatrix4fv() or any other uniform call.


PlayerPrefs provides a key-value store implemented in a platform appropriate manner.

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