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"Just because." Byte ordering is more-or-less arbitrary. Some hardware will do it one way, other hardware will do it another way... there's basically an equally valid argument in both directions so you just pick one. There's no particularly relevant technical reason why some formats are in RGB order and others in BGR. It likely comes down to when the ...


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I've never had this problem before, but I've also noticed you're using BufferUsage.None. This enum has two possible states: None and WriteOnly. In all my coding, I've always used WriteOnly. From the documentation for BufferUsage, it states that WriteOnly does the best memory location for writing/rendering, but the downside is you can't read the data from ...


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It is the the position and size within the Texture2D object. Set data can only alter the color data within the minimap. It can not alter the size or create new ones. The Nullable<Rectangle> rect is the destination within the Texture2D and the int startIndex, int elementCount is the source from the dataColors array. Here are a few examples. The ...


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XNA is based on D3D9, which has the dreaded "half-pixel offset problem." Pixels are dots, not squares, even though we like to think of them as the latter. In D3D9 you can visualize pixel coordinates as referring to the center of the cell they would illuminate; however we often consider origin of our coordinate systems to be at the "upper left" (or a similar ...



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