Hello,
I’ve been making a 2D rigging cutout animation studio with a Monogame runtime engine. People in the community also would like a prerender-animation-to-spritesheet feature so they don’t need a runtime engine in their game perse.
The app is made with Microsoft WPF and exporting the viewport’s content to bitmap using the WPF solution (RenderTargetBitmap) turned out to be lower quality than what is shown on screen.
So, instead, I thought to run an invisible MonoGame instead: create a minimal Game subclass linked to an (invisible?) Window, a GraphicsDeviceManager, Initialize(), RenderSingleFrame() -> Texture -> Bitmap…
Would this work? Or conflict with what WPF is doing? Or do you have better ideas?
I remember SharpDX has a WPF Control somewhere, but it was deprecated? And there was a MonoGame WPF control I used once, but it had issues recovering after a PC sleep. I read some time ago MonoGame was looking into a new DirectX wrapper initiative, as SharpDX is frozen, but I can’t find it back anymore…
Sorry this is a bit of a stretch to ask here, but I’m sure this is tangential to knowledge that thrives here
thank you