I’ve been tearing my hair out with trying to get shaders working in my game. I created a new .fx shader using the Monogame Pipeline tool, but even leaving it in its default state it won’t work with my game. It’s loading in, but all it does is cause a blank screen.
I load it in with Effect effect = game.Content.Load(@“shaders/Test”);
It’s actually a render target that I am drawing to the screen buffer, but I’ve tried it when I’ve been drawing to the render target with the same outcome. Any help would be greatly appreciated!
its all sooooooo touchy and weird. but i got clipping/ masking or whatever blending to work on desktopGL and DX… i draw the mask not the texture. the mask is white. however with rendertarget it still fails only on GL, blank…ill try to update the sample maybe its something wrong in my other code. what im doign is converting the game stuff to sprites, clipped with Mip maps so when i zoom out its looks as nice as silverlight/ wpf did, and when items with textures on them are cut in but the physics those textures need to get clipped to the polygon they are stuck to… took me an hour on silverlight wpf… this is day 11. I though id isolate , modernize and share this test rig cause even if painful its 10x faster than when i used retained mode graphics i get like 2000 fps not 100 so i should be worth it someday. I know there are blend modes and stencils and the like but tried all that and basically hacking blind.