Timeline for Rendering to Texture with Transparency in Monogame?
Current License: CC BY-SA 4.0
15 events
when toggle format | what | by | license | comment | |
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Jul 19 at 1:59 | answer | added | Joshua sweet | timeline score: 1 | |
Apr 8, 2021 at 4:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 8, 2020 at 23:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 10, 2020 at 19:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 12, 2020 at 19:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 14, 2019 at 14:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Aug 16, 2019 at 13:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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 |