Hey guys,
I just switched from XNA to MonoGame. So far, my project is working But now I have the following problem: When Iām using a Camera for my 2D-Application and change my zoom level, the quality is a completely mess.
Here you can see the standard zoom. The lines are displayed correctly and everything looks nice so far
Also very cool looking program, i assume its a music player maybe editor? Ether way I wouldnāt mind having a copy of it myself! Link to website maybe?
Thanks for your reply, I will test it later.
There will be a website soon for the program (http://www.midilizer.com/) . Itās called midilizer, which is little similar to synthesia, but with more options like music library, game and training mode for piano tracks.
An editor option may come later
Apologies for hijacking the thread but I wondered what you used for sounds? I used naudio to play āmidiā sounds as I couldnāt find anything within monogame to play midi sounds.
Maybe I can explain the problem to make it a little more clear: If I zoom out, the spritebatch doesnāt draw thin lines anymore. But it occurs non-deterministicā¦ For example: If I zoom out, a line suddenly disappears, in the next zome level, the invisible line before becomes visible again, but then another line gets hidden.
Another big issue is, that the sprites begin to flatter, when the camera moves. So itās a really ugly look =/
Do you have any ideas?
Well no clue, however this might help. XNA is based off of directx, I dont know if your using the direct x or opengl version of monogame (https://gyazo.com/219af72993a9afcc91b0fa215af61c09) ether way try to see if anything changes in the opposite version of which your are using.
Hey, no problem! =)
It seems, MonoGame doesnāt like me =/ Even your last tip didnāt workā¦ It doesnāt matter, if I use directX or openGLā¦ Maybe I did something wrong with the ācameraā settingsā¦ Itās a really weird situtation
Iāve got this son of a *** xDD
I compared my XNA with my MonoGame version and found out: The RenderTarget2D doesnāt support AA in MonoGame right nowā¦ Without AA, I get the same mess in XNA. Is there a way to get this to work with MonoGame?
My only idea is to try to figure out a way to not use rendertarget2D. I also have yet to learn how to use rendertargets so I really do have no clue how to help.
No problem =) I just reverted to XNA yesterdayā¦ I had some more bugs, so I decided, that MonoGame is not the framework I need And since I reverted, everything looks fine again
Just use Linear sampling instead of pointā¦ thatĀ“s all you needā¦ point decides if specific pixel is visible or not (it doesnĀ“t interpolate any information), thus if given pixel is missed on given spot of screen it wont be visible at all. Linear sampling will display it depending on pixel distance from spot on screen. For example if you are rendering pixel between black and white texels (letĀ“s say you are sampling texture) then you will get 50% grey pixel.
Thus all you want to do all this time is just: spritebatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClampā¦