Thanks for the heads up on SpriteBlinkEffect. I have been trying to use it, but I have been running into issues. For reference, I essentially have the Nez (Portable) and Nez.PipelineImporter projects imported as shown from the youtube tutorial. Anyway, I tried using the SpriteBlinkEffect, but it caused a runtime error:
DirectoryNotFoundException: Could not find a part of the path ‘C:\MyProject\MyProject\bin\DesktopGL\AnyCPU\Debug\Content\nez\effects\SpriteBlinkEffect.mgfxo’.
I tried pasting the mgfxo file into the correct place (I got it from the Nez repo at Nez/DefaultContent), but then I got the following error:
‘This MGFX effect is for an older release of MonoGame and needs to be rebuilt.’
So instead I tried to build the files myself, but here I am not exactly sure what to do. I copied the .fx files into my Content folder (from the Nez repo in DefaultContentSource). I imported the nez/effects folder into my MonoGame Pipeline tool, and built it. When building the .fx files, I used the “Effect Importer - MonoGame” Importer and “Effect - Monogame” Processor. It built successfully, but I looked in the bin\DesktopGL\AnyCPU\Debug\Content\nez\effects\ and it has .xnb files instead of .mtfxo files. When I try to run it, I get a file not found exception again (because it is looking for SpriteBlinkEffect.mtfxo instead of SpriteBlinkEffect.xnb)
What is the correct process to create the SpriteBlinkEffect.mtfxo file in the Monogame Pipeline tool? What is the difference between .fx, .fxb, .xnb, .mtfxo files. Which should I use, and which importer and processors in the MonoGame Pipeline tool should I use to create the correct files? Thanks in advanced.