We are very excited to announce MonoGame 3.5 is now available for download! Thanks to all the hard work from the community this is possibly one of the best releases so far.
Support for binding multiple vertex buffers in a draw call.
Fixed deadzone issues in GamePad support.
OcclusionQuery support for DX platforms.
Fixed incorrect z depth in SpriteBatch.
Lots of OpenTK backend fixes.
Much improved font processing.
Added new VertexPosition vertex format.
Better VS project template installation under Windows.
Note that we’re moving to a quarterly release schedule with 3.6 shipping in June. You can look at our milestones on GitHub to see the schedule of releases and our plans for the 3.6 release.
Overall very happy with this update! But with the new version there is no longer a RefreshRate member in the DisplayMode class, and I couldn’t find an alternative parameter to get the monitors refresh rate now? I used it to lock the framerate dynamically to whatever the user’s display was capable of.
With 3.4 the error was a constant pain, but I overcame it with Autodesk converter. Now, not even that fixes it. I’ve imported it into the pipeline, into Visual Studio, tried every setting and nothing works! These are the same fbx models that I did eventually get working in 3.4 (albeit I couldn’t get them to have SkinnedEffect, which is why I was hoping the upgrade works).
Please help (I export from Blender). I know this is slightly off topic, but this has been an issue for me from the day I started using Monogame 3.4 and I would really like a definitive answer.
mod_debug.fbx - Very simple model. Has a texture applied. Worked before the move.
mod_stairs2.fbx - More complicated model. Has a texture. Worked before the move.
mod_lizard.fbx - Animated model with a texture. I managed to load it once (but the texture didn’t load for some reason). Monogame kept loading it without any SkinnedEffects.
Is that’s what’s causing it? I looked it up in Blender, and it turns out I just forgot to apply the textures to the material. However, I tried exporting a .fbx earlier without any textures whatsoever and it still didn’t work. As for the textures themselves, they’re just normal .png and .jpg files, but I guess I can send them if it helps.
That does not appear to work for me. I have a 144hz screen (and yes, I just checked to make sure, it’s properly running at 144fps for other applications) and with this I’m still getting a 60fps lock. Only setting “this.TargetElapsedTime = TimeSpan.FromMilliseconds(1000f / 144);” in the main game class works, but that would be a hardcoded limit.
Edit: Setting SynchronizeWithVerticalRetrace = false and PresentInterval.Immediate doesn’t work either, even though the documentation says “There is no limit for framerate.”
Edit #2: Resolved, I was running borderless window mode all along and my GSYNC wasn’t set to be enabled in windowed mode aswell (think I had some issues previously playing games in borderless window with other stuff on 2nd regular 60hz screen caused stuttering on that one, will see if it works with new drivers now)
On a different note: Am I correct that MSAA is still unsupported on Windows platforms for now? Looks like it has been moved to 3.6+ milestones.
I just downloaded some FBX viewers, and none of the 64 bit ones seem able to open any .fbx files (I have a 64 bit machine). They just freeze up before rendering anything. I did find a 32 bit one which opens them just fine. Don’t know if it helps.