I have been moving my project to 3.6 today. Hereās some problems I have run to so far.
Iām using Crossplatform Project, Windows 10 and Visual Studio 2015 Community.
First I had problems with FreeImage.dll, which was fixed by uninstalling and reinstalling handful of Visual C++ Redistributables.
Dropped support for raw .PNGs. This makes mod support for custom textures a lot harder, because I donāt want to use Texture2D.FromStream. - I didnāt understand properly how it worked, my bad.
Another problem I noticed is that I cannot create another thread to Load Content while I show Loading Screen on my main thread. When I called Content.Load on second thread, it just got stuck, no errors or anything.
Game Size increased from 70MB to 170MB due to large size of .XNBs.
Memory Usage almost doubled, from 160MB to 300MB.
Hitting [X] or calling Exit doesnāt properly close the game.
Thatās what the content manager did in 3.5 when you tried to load raw image assets, so why not?
Youāre probably working on a DesktopGL project then? In 3.5 a second gl context was made for loading assets in a second thread. That was removed with the move from opentk to sdl. Iām not sure why. The plan is for MG to grant more control over graphics contexts in the future.
Are you loading then unloading content (like between menus or levels)? I noticed in 3.5 and 3.6 that when I unload content my memory usage doesnāt drop at all.