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Jul 19 at 1:59 answer added Joshua sweet timeline score: 1
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Jul 18, 2019 at 12:57 comment added user130089 @craftworkgames - I'm targeting multi=platform desktop, which implements GL despite asking for DX-centric stuff going in. I did manage to solve the problem, though this being a problem is more bizarre considering it's GL once it builds. If you draw a RenderTarget2D to the screen, it will wipe any plain Batch.Draw(Texture2D ...) results from the buffer for some reason. GL doesn't normally do that, so I will chalk it up to something weird in MonoGame/XNA's wrapper. RenderTarger2D's can draw over each other fine though.
Jul 17, 2019 at 23:45 comment added craftworkgames My gut feeling is that it's possible to solve this but you'd need to provide a little more context. Post some code that you've tried (it doesn't need to be everything, just the last thing that didn't work) and provide details about the platform you're targeting (Windows? OpenGL or DirectX?)
Jul 17, 2019 at 16:17 comment added Bálint If you solved your own problem, post an answer, so anyone checking it out in the future can find the solution too.
Jul 17, 2019 at 6:58 answer added user130089 timeline score: 1
Jul 17, 2019 at 6:12 comment added user130089 @trollingchar - Premultiplied Alpha, format is color. I actually just sort of solved the problem a moment ago, by just drawing everything to a texture, and only putting those rendertargets onto the screen. In other environments I've worked in, that's never been an issue, but everything has its quirks.
Jul 17, 2019 at 6:06 comment added trollingchar What settings do your PNGs have in monogame pipeline tool?
Jul 17, 2019 at 3:25 review First posts
Jul 17, 2019 at 16:17
Jul 17, 2019 at 3:24 history asked user130089 CC BY-SA 4.0