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I've found a possible solution. Set this.IsFixedTimeStep to false. What this does is syncs Update to Draw so that the game gets updated only as the screen can be drawn. That means that if the game were to lag the game physics (if done in update) would go slower, but it's probably worth it if this graphical glitch is annoying you. I found another post on ...


0

Shivam, If you create your mipmap programatically, you will experiance such a problem with no doubt! You have to create your mipmap in your 3D software, which will render each size seperatly,resampling with raster image editing tools and with programming will reduce the the pixel size without care and deletes a whole row or a whole col which hurts the ...


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Yep, you're out of memory. Loading all of those textures (which I assume are going to be very large since they're backgrounds) is going to eat through your RAM pretty quickly. There are a couple different ways you could solve this. Make sure no unnecessary values are floating around. It might just be that you have other data that you're not using that's in ...



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