I have tried to load effects using content pipeline and always get this error
What I must do for getting a correct result ?
I have tried to load effects using content pipeline and always get this error
What I must do for getting a correct result ?
The quick workaround is to make a copy of the 32 bit dll in the output folder and rename it to the 64 bit filename that is missing.
This issue seems was bugging me and I saw it pop up in a few different places in the forums. The ‘proper’ solution is to use the new content pipeline as the MonoGame Content Project template is out of date.
Thanks for help ! But now is the next problem - in the runtime of Game project itself
From MonoGame code debug view :
if (header.Version > MGFXHeader.MGFXVersion)
throw new Exception(“This MGFX effect seems to be for a newer release of MonoGame.”);
How to fix this ? i confused
Are you maybe mixing the content processors pre-built from the 3.2 installer with MonoGame runtime code from GitHub? If you are building MonoGame from source code you really need to build the tools as well.
@Tom - Yeah, after recompiling MonoGameContentProcessors.dll im getting a correct result.
but still
“This MGFX effect was built for a different platform!” - when I trying to do same on WindowsDX
Will effects has an option for choosing platform inside visual studio ?
Are you using MonoGame for Windows or WindowsGL? You need to set the content to build for Windows8
if you are using the Windows platform which uses DirectX.