I created a MonoGame-Project with a Custom-Pixelshader-Effect. The XNA-Project on Windows works good.
I use the MonoGame-develop branch and so I need to compile the effect file with the newest MonoGame ConentProcessor-Project on Windows. But if I compile my Content-Project to build the xnb-files, it shows an error-message.
Contentoutput: DllNotFoundException … libmojoshader_64.dll … EffectObject.cs line 799
What can I do to compile my Effect-File to a XNB-File for iOS to be compatible with the newest monogame-develop version.
Can you try to compile the 2MGFX tool found in the MonoGame.Windows.sln? That’s the tool that does the dirty work of converting fx to opengl fx. If there is some issue with dlls on the development branch you should be able to run the tool from command line.
Hi, thank you. I ve converted my fx-File with the OpenGL-Flag.
Now, I have a OpenGL-Compatible Shader-File. But I thought that the 2MGFX-Tool
would create a XNB-File.
I don’t know what I have to do now with the converted shader file.
Okay, I can load the Effect with the byte-Array from the mgfx-File.
The Effect was created. But the App shows only a Black screen.
Maybe something is wrong with the effect.
Its a simple gaussianblur effect. I hope anyone could help.
Here is the effect-file-content.
The trick with debugging fx files is usually to output plain red color and see if the screen displays red boxes instead of sprites. Then you can add a piece at a time and see what-s not working.