<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>MonoGame Issue Tracker Rss Feed</title><link>http://monogame.codeplex.com/WorkItem/List.aspx</link><description>MonoGame Issue Tracker Rss Description</description><item><title>Commented Issue: No project template for Visual Studio 2010 [7435]</title><link>http://monogame.codeplex.com/workitem/7435</link><description>When I install MonoGame 3.0.1 there are no Project templates for Visual Studio 2010&lt;br /&gt;&lt;br /&gt;windows 7 ultimate 64 bit&lt;br /&gt;visual studio 2010 ultimate&lt;br /&gt;&lt;br /&gt;please help&lt;br /&gt;Comments: ** Comment from web user: MehrozDurrani ** &lt;p&gt;Please help with it I am having the same issue&lt;/p&gt;</description><author>MehrozDurrani</author><pubDate>Sun, 19 May 2013 09:18:54 GMT</pubDate><guid isPermaLink="false">Commented Issue: No project template for Visual Studio 2010 [7435] 20130519091854A</guid></item><item><title>Created Unassigned: Texture2D.GetData messed up with non power of 2 [7448]</title><link>http://monogame.codeplex.com/workitem/7448</link><description>So I have two textures, that look exactly like the one in render1.png. The difference being that the first one is 128x128, the other one 120x120. If I try to use the following code &amp;#58; &lt;br /&gt;&lt;br /&gt; GraphicsDevice.Clear&amp;#40;Color.Black&amp;#41;&amp;#59;&lt;br /&gt;            Color&amp;#91;&amp;#93; imageData &amp;#61; new Color&amp;#91;test1.Width &amp;#42; test1.Height&amp;#93;&amp;#59;&lt;br /&gt;            test1.GetData&amp;#60;Color&amp;#62;&amp;#40;imageData&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;            Texture2D subtexture &amp;#61; new Texture2D&amp;#40;GraphicsDevice, test1.Width, test1.Height&amp;#41;&amp;#59;&lt;br /&gt;            subtexture.SetData&amp;#60;Color&amp;#62;&amp;#40;imageData&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;            _spriteBatch.Begin&amp;#40;SpriteSortMode.BackToFront, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;            _spriteBatch.Draw&amp;#40;subtexture, new Vector2&amp;#40;0, 0&amp;#41;, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            _spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;I will get the result as in render1. &amp;#40;test 1 is 128x128 texture&amp;#41;. However, if instead of test1 I use test2 &amp;#40;which is exactly the same but 120x120&amp;#41; I get the output in render2.png.&lt;br /&gt;</description><author>trogdorburninator</author><pubDate>Fri, 17 May 2013 22:25:25 GMT</pubDate><guid isPermaLink="false">Created Unassigned: Texture2D.GetData messed up with non power of 2 [7448] 20130517102525P</guid></item><item><title>Created Unassigned: RenderTarget2D assignment issue [7447]</title><link>http://monogame.codeplex.com/workitem/7447</link><description>Ok, I ran into this earlier, doing something else, but now it has come back to haunt me once again. This time I reduced all code to almost nothing, and I&amp;#39;m pretty certain that this is the issue with the framework rather than my code. Here&amp;#39;s the exact description of the issue... &lt;br /&gt;&lt;br /&gt;The idea is to use a shader with dynamically rendered surface, which then adds colors between the base and that new surface and then divides them by two. Shader is very simple and does something like&amp;#58; &lt;br /&gt;&lt;br /&gt;color.r &amp;#61; &amp;#40;color1.r &amp;#43; color2.r&amp;#41; &amp;#47; 2, and same for g and b. &lt;br /&gt;&lt;br /&gt;The shader is not the issue as you will see shortly. To debug this I actually created two fixed pictures attached in the first file. The white to the left is the secondary texture &amp;#40;that would be ideally dynamically generated&amp;#41;. The right, black one is the base picture. NOTE&amp;#58; here I combined them in one image, but the white one is white_test and black one is black_test xnb file. Two separate images.&lt;br /&gt;&lt;br /&gt;So here&amp;#39;s the first simple call, showing that basic rendertarget assignment works&amp;#58; &lt;br /&gt;&lt;br /&gt;The following code renders the white surface as it should&amp;#58; &lt;br /&gt;&lt;br /&gt;   graphics.GraphicsDevice.SetRenderTarget&amp;#40;testRT&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Begin&amp;#40;SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, null,&lt;br /&gt;                              RasterizerState.CullNone&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;white_test, Vector2.Zero,Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;  graphics.GraphicsDevice.SetRenderTarget&amp;#40;null&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Begin&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;testRT, Vector2.Zero, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;So it picks up the texture from rendertarget and renders it just fine. I&amp;#39;m not including a separate image for this but what it renders is simply that white image to the left of the first pic. &lt;br /&gt;&lt;br /&gt;Now, the next step is a simple shader. In this case the shader just averages two colors. Here&amp;#39;s the code for it. Note that here I am using direct texture2d references white_test and black_test. &lt;br /&gt;&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget&amp;#40;offscreen&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Begin&amp;#40;SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, null, RasterizerState.CullNone, effect&amp;#41;&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.Textures&amp;#91;1&amp;#93; &amp;#61; white_test&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.Textures&amp;#91;1&amp;#93;.GraphicsDevice.SamplerStates&amp;#91;1&amp;#93; &amp;#61; SamplerState.LinearClamp&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;black_test, Vector2.Zero, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.SetRenderTarget&amp;#40;null&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;            spriteBatch.Begin&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;offscreen, Vector2.Zero, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;This renders the picture shown in 2, as it should. All good here. &lt;br /&gt;&lt;br /&gt;But then if you do this&amp;#58; &lt;br /&gt;&lt;br /&gt;graphics.GraphicsDevice.SetRenderTarget&amp;#40;offscreen&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Begin&amp;#40;SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, null,&lt;br /&gt;                              RasterizerState.CullNone&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;white_test, Vector2.Zero,Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;spriteBatch.Begin&amp;#40;SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, null, RasterizerState.CullNone, effect&amp;#41;&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.Textures&amp;#91;1&amp;#93; &amp;#61;  testRT&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.Textures&amp;#91;1&amp;#93;.GraphicsDevice.SamplerStates&amp;#91;1&amp;#93; &amp;#61; SamplerState.LinearClamp&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;black_test, Vector2.Zero, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;            graphics.GraphicsDevice.SetRenderTarget&amp;#40;null&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;            spriteBatch.Begin&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.Draw&amp;#40;offscreen, Vector2.Zero, Color.White&amp;#41;&amp;#59;&lt;br /&gt;            spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;This is basically the exact same as above - the only difference is that I am using testRT &amp;#40;rendertarget&amp;#41; to assign it to the shader register. &lt;br /&gt;&lt;br /&gt;When you run this you get a really dark version of the base picture. My guess is that testRT returned all 0s in that Textures&amp;#91;1&amp;#93; call so it basically halves all non-black colors , hence making it darker. &amp;#40;color.r &amp;#61; &amp;#40;color1.r &amp;#43; 0&amp;#41; &amp;#47; 2 &amp;#41; &lt;br /&gt;&lt;br /&gt;Also, I know that the rendertarget itself is not messed up, because if at the very end I try to render winRT directly to the backbuffer it will render white image, meaning that the data is there. This I think has something to do with assigning render target to shader registers. &lt;br /&gt;&lt;br /&gt;Thoughts &amp;#63;&lt;br /&gt;</description><author>trogdorburninator</author><pubDate>Thu, 16 May 2013 20:11:01 GMT</pubDate><guid isPermaLink="false">Created Unassigned: RenderTarget2D assignment issue [7447] 20130516081101P</guid></item><item><title>Closed Issue: PrimitiveTypes is incorrectly namespaced [6978]</title><link>http://monogame.codeplex.com/workitem/6978</link><description>Microsoft.Xna.Framework.PrimitiveType.TriangleList&lt;br /&gt;&amp;#160;&lt;br /&gt;This is not the correct namespace for XNA 4.&lt;br /&gt;&amp;#160;&lt;br /&gt;Should be&amp;#58;&lt;br /&gt;&amp;#160;&lt;br /&gt;Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList&lt;br /&gt;</description><author>slygamer</author><pubDate>Thu, 16 May 2013 12:38:10 GMT</pubDate><guid isPermaLink="false">Closed Issue: PrimitiveTypes is incorrectly namespaced [6978] 20130516123810P</guid></item><item><title>Closed Issue: MonoGame 3D: ContentTypeReader assumes single level dirs for assets [6992]</title><link>http://monogame.codeplex.com/workitem/6992</link><description>The ContentTypeReader for Android has a &amp;#34;static&amp;#34; member to manage the file list cache. This is not acceptable if you have subdirs in your asset directory, such as if you have a sounds directory and images and fonts. The first directory you access steals the show and all you get are the files from the first access.&lt;br /&gt;&amp;#160;&lt;br /&gt;I attached my changes. THey are marked with &amp;#47;&amp;#47;&amp;#64;&amp;#64;&amp;#64;.&lt;br /&gt;</description><author>slygamer</author><pubDate>Thu, 16 May 2013 12:38:09 GMT</pubDate><guid isPermaLink="false">Closed Issue: MonoGame 3D: ContentTypeReader assumes single level dirs for assets [6992] 20130516123809P</guid></item><item><title>Created Issue: Old  Reference in MonoGame.Framework.iOS.csproj [7442]</title><link>http://monogame.codeplex.com/workitem/7442</link><description>There is an old Reference in MonoGame.Framework.iOS.csproj to novell&lt;br /&gt;&lt;br /&gt;When using The last Xamarin.IOS with VS 2010 and opening&lt;br /&gt;MonoGame.Framework.iOS.csproj we get an error.&lt;br /&gt;&lt;br /&gt;To solve this error open the project with notepad and change the following lines&lt;br /&gt;&lt;br /&gt;&amp;#62; &amp;#60;Import Project&amp;#61;&amp;#34;&amp;#36;&amp;#40;ProgramFiles&amp;#41;&amp;#92;MSBuild&amp;#92;MonoTouch&amp;#92;Novell.MonoTouch.Common.targets&amp;#34; Condition&amp;#61;&amp;#34;&amp;#39;&amp;#36;&amp;#40;windir&amp;#41;&amp;#39; &amp;#33;&amp;#61; &amp;#39;&amp;#39; &amp;#34; &amp;#47;&amp;#62;&lt;br /&gt;  &amp;#60;Import Project&amp;#61;&amp;#34;&amp;#36;&amp;#40;MSBuildBinPath&amp;#41;&amp;#92;Microsoft.CSharp.targets&amp;#34; &amp;#47;&amp;#62;&lt;br /&gt;&lt;br /&gt;should be replaced by&amp;#58;&lt;br /&gt;&lt;br /&gt;&amp;#62;  &amp;#60;Import Project&amp;#61;&amp;#34;&amp;#36;&amp;#40;ProgramFiles&amp;#41;&amp;#92;MSBuild&amp;#92;Xamarin&amp;#92;iOS&amp;#92;Xamarin.MonoTouch.Common.targets&amp;#34; Condition&amp;#61;&amp;#34;&amp;#39;&amp;#36;&amp;#40;windir&amp;#41;&amp;#39; &amp;#33;&amp;#61; &amp;#39;&amp;#39; &amp;#34; &amp;#47;&amp;#62;&lt;br /&gt;  &amp;#60;Import Project&amp;#61;&amp;#34;&amp;#36;&amp;#40;MSBuildExtensionsPath&amp;#41;&amp;#92;Xamarin&amp;#92;iOS&amp;#92;Xamarin.MonoTouch.CSharp.targets&amp;#34; &amp;#47;&amp;#62;&lt;br /&gt;&lt;br /&gt;That error is the same when opening Lidgren.Network.iOS.csproj&lt;br /&gt;</description><author>Akenaton</author><pubDate>Mon, 13 May 2013 10:49:04 GMT</pubDate><guid isPermaLink="false">Created Issue: Old  Reference in MonoGame.Framework.iOS.csproj [7442] 20130513104904A</guid></item><item><title>Commented Issue: BoundingFrustrum Contains(BoundingBox) does not consider Edge/Face Intersection. [6858]</title><link>http://monogame.codeplex.com/workitem/6858</link><description>When the BoundingFrustrum does a Contains check on a BoundingBox, it is only checking if the frustrum contains the points of the box. This means if the frustrum intersects an edge&amp;#47;face of the box, but does not contain any of its points, Disjoint will be returned. Disjoint is also return if the frustrum is entirely inside of the BoundingBox. &lt;br /&gt;&amp;#160;&lt;br /&gt;The same is true for the reverse, BoundingBox.Contains&amp;#40;BoundingFrustrum&amp;#41; &amp;#40;There is a &amp;#47;&amp;#47;TODO comment in that method as well&amp;#41;&lt;br /&gt;&amp;#160;&lt;br /&gt;Issue further seen by the following&lt;br /&gt;BoundingBox.Intersects&amp;#40;BoundingFrustrum&amp;#41; which calls &lt;br /&gt;BoundingFrustrum.Intersects&amp;#40;BoundingBox&amp;#41; which calls &lt;br /&gt;BoundingFrustrum.Contains&amp;#40;BoundingBox&amp;#41; &amp;#33;&amp;#61; ContainementType.Disjoint &amp;#40;Which is the original issue&amp;#41;.&lt;br /&gt;Comments: ** Comment from web user: Ubrasaur ** &lt;p&gt;I was banging my head against the wall all day because BoundingBox.Contains isn't right. I finally realized there was an issue with the impl when a box and a sphere of radius 0.7 collide, but the same box and a sphere with the same position but a radius of 0.8 do not collide.&lt;/p&gt;</description><author>Ubrasaur</author><pubDate>Sun, 12 May 2013 07:16:52 GMT</pubDate><guid isPermaLink="false">Commented Issue: BoundingFrustrum Contains(BoundingBox) does not consider Edge/Face Intersection. [6858] 20130512071652A</guid></item><item><title>Commented Issue: No project template for Visual Studio 2010 [7435]</title><link>http://monogame.codeplex.com/workitem/7435</link><description>When I install MonoGame 3.0.1 there are no Project templates for Visual Studio 2010&lt;br /&gt;&lt;br /&gt;windows 7 ultimate 64 bit&lt;br /&gt;visual studio 2010 ultimate&lt;br /&gt;&lt;br /&gt;please help&lt;br /&gt;Comments: ** Comment from web user: ikibiki ** &lt;p&gt;@Bitterman, it installs only in Program Files, then nothing in Visual Studio Templates&lt;br&gt;-&lt;br&gt;- Please fix this&lt;/p&gt;</description><author>ikibiki</author><pubDate>Sat, 11 May 2013 11:10:13 GMT</pubDate><guid isPermaLink="false">Commented Issue: No project template for Visual Studio 2010 [7435] 20130511111013A</guid></item><item><title>Commented Issue: No project template for Visual Studio 2010 [7435]</title><link>http://monogame.codeplex.com/workitem/7435</link><description>When I install MonoGame 3.0.1 there are no Project templates for Visual Studio 2010&lt;br /&gt;&lt;br /&gt;windows 7 ultimate 64 bit&lt;br /&gt;visual studio 2010 ultimate&lt;br /&gt;&lt;br /&gt;please help&lt;br /&gt;Comments: ** Comment from web user: Bitterman ** &lt;p&gt;Same here. Bit tricky to use MonoGame if installing it doesn't actually do anything.&lt;/p&gt;</description><author>Bitterman</author><pubDate>Sat, 11 May 2013 10:35:44 GMT</pubDate><guid isPermaLink="false">Commented Issue: No project template for Visual Studio 2010 [7435] 20130511103544A</guid></item><item><title>Commented Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441]</title><link>http://monogame.codeplex.com/workitem/7441</link><description>I just ran into a very vague &amp;#34;The parameter is incorrect&amp;#34; error when trying to call DrawUserIndexedPrimitives. Does anyone have any idea why that could happen. The call is as follows&amp;#58; &lt;br /&gt;&lt;br /&gt;graphics.DrawUserIndexedPrimitives&amp;#40;PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2&amp;#41;&amp;#59; &lt;br /&gt;&lt;br /&gt;verts is of type VertexPositionTexture and has the following members&amp;#58; &lt;br /&gt;&lt;br /&gt;0&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;1&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;2&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;3&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;IB is of short type and has &amp;#58; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;0&amp;#58; 0 &lt;br /&gt;1&amp;#58; 1 &lt;br /&gt;2&amp;#58; 2 &lt;br /&gt;3&amp;#58; 2 &lt;br /&gt;4&amp;#58; 3 &lt;br /&gt;5&amp;#58; 0 &lt;br /&gt;&lt;br /&gt;Btw, this is windows 8 app&amp;#47;. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Thanks.&lt;br /&gt;Comments: ** Comment from web user: trogdorburninator ** &lt;p&gt;Hi, thanks for the response. I figured that the issue was in call to SharpDX InputLayout and has to do with shader declaration. &lt;/p&gt;&lt;p&gt;The vertex shader had this declaration: &lt;/p&gt;&lt;p&gt;( float3 InPos  : POSITION, float2 InTex  : TEXCOORD0)&lt;/p&gt;&lt;p&gt;changing this signature to : &lt;/p&gt;&lt;p&gt;( float3 InPos  : SV_Position, float2 InTex  : TEXCOORD0)&lt;/p&gt;&lt;p&gt;fixes the issue. (So change POSITION to SV_Position)&lt;/p&gt;</description><author>trogdorburninator</author><pubDate>Sat, 11 May 2013 10:14:51 GMT</pubDate><guid isPermaLink="false">Commented Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441] 20130511101451A</guid></item><item><title>Commented Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441]</title><link>http://monogame.codeplex.com/workitem/7441</link><description>I just ran into a very vague &amp;#34;The parameter is incorrect&amp;#34; error when trying to call DrawUserIndexedPrimitives. Does anyone have any idea why that could happen. The call is as follows&amp;#58; &lt;br /&gt;&lt;br /&gt;graphics.DrawUserIndexedPrimitives&amp;#40;PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2&amp;#41;&amp;#59; &lt;br /&gt;&lt;br /&gt;verts is of type VertexPositionTexture and has the following members&amp;#58; &lt;br /&gt;&lt;br /&gt;0&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;1&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;2&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;3&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;IB is of short type and has &amp;#58; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;0&amp;#58; 0 &lt;br /&gt;1&amp;#58; 1 &lt;br /&gt;2&amp;#58; 2 &lt;br /&gt;3&amp;#58; 2 &lt;br /&gt;4&amp;#58; 3 &lt;br /&gt;5&amp;#58; 0 &lt;br /&gt;&lt;br /&gt;Btw, this is windows 8 app&amp;#47;. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Thanks.&lt;br /&gt;Comments: ** Comment from web user: nightst4r ** &lt;p&gt;Do you have lighting turned off, as well as vertex color turned off in ur shader?  And the shader is applied?&lt;/p&gt;</description><author>nightst4r</author><pubDate>Fri, 10 May 2013 23:32:27 GMT</pubDate><guid isPermaLink="false">Commented Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441] 20130510113227P</guid></item><item><title>Created Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441]</title><link>http://monogame.codeplex.com/workitem/7441</link><description>I just ran into a very vague &amp;#34;The parameter is incorrect&amp;#34; error when trying to call DrawUserIndexedPrimitives. Does anyone have any idea why that could happen. The call is as follows&amp;#58; &lt;br /&gt;&lt;br /&gt;graphics.DrawUserIndexedPrimitives&amp;#40;PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2&amp;#41;&amp;#59; &lt;br /&gt;&lt;br /&gt;verts is of type VertexPositionTexture and has the following members&amp;#58; &lt;br /&gt;&lt;br /&gt;0&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;1&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;-1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;1&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;2&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;-1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;&amp;#91;3&amp;#93;&amp;#58; &amp;#123;Position&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;1 Z&amp;#58;0&amp;#125; TextureCoordinate&amp;#58;&amp;#123;X&amp;#58;1 Y&amp;#58;0&amp;#125;&amp;#125;&lt;br /&gt;IB is of short type and has &amp;#58; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;0&amp;#58; 0 &lt;br /&gt;1&amp;#58; 1 &lt;br /&gt;2&amp;#58; 2 &lt;br /&gt;3&amp;#58; 2 &lt;br /&gt;4&amp;#58; 3 &lt;br /&gt;5&amp;#58; 0 &lt;br /&gt;&lt;br /&gt;Btw, this is windows 8 app&amp;#47;. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Thanks.&lt;br /&gt;</description><author>trogdorburninator</author><pubDate>Fri, 10 May 2013 21:45:15 GMT</pubDate><guid isPermaLink="false">Created Issue: "The parameter is incorrect" on DrawUserIndexedPrimitives [7441] 20130510094515P</guid></item><item><title>Created Issue: Content.Load&lt;SoundEffect&gt; failed when loading 9M bytes music [7439]</title><link>http://monogame.codeplex.com/workitem/7439</link><description>Content.Load&amp;#60;SoundEffect&amp;#62; failed when loading 9M bytes music.&lt;br /&gt;</description><author>AbrahamCheng</author><pubDate>Fri, 10 May 2013 07:02:18 GMT</pubDate><guid isPermaLink="false">Created Issue: Content.Load&lt;SoundEffect&gt; failed when loading 9M bytes music [7439] 20130510070218A</guid></item><item><title>Created Issue: soundEffectInstance.IsLooped doesn't work on the win8 devices [7438]</title><link>http://monogame.codeplex.com/workitem/7438</link><description>soundEffectInstance.IsLooped doesn&amp;#39;t work on the win8 devices. &lt;br /&gt;Even I set soundEffectInstance.IsLooped &amp;#61; true, the music only play once.&lt;br /&gt;</description><author>AbrahamCheng</author><pubDate>Fri, 10 May 2013 07:00:53 GMT</pubDate><guid isPermaLink="false">Created Issue: soundEffectInstance.IsLooped doesn't work on the win8 devices [7438] 20130510070053A</guid></item><item><title>Created Issue: No project template for Visual Studio 2010 [7435]</title><link>http://monogame.codeplex.com/workitem/7435</link><description>When I install MonoGame 3.0.1 there are no Project templates for Visual Studio 2010&lt;br /&gt;&lt;br /&gt;windows 7 ultimate 64 bit&lt;br /&gt;visual studio 2010 ultimate&lt;br /&gt;&lt;br /&gt;please help&lt;br /&gt;</description><author>ikibiki</author><pubDate>Thu, 09 May 2013 04:09:48 GMT</pubDate><guid isPermaLink="false">Created Issue: No project template for Visual Studio 2010 [7435] 20130509040948A</guid></item><item><title>Commented Issue: Xamarain Studio 4.0 and MonoGame [7334]</title><link>http://monogame.codeplex.com/workitem/7334</link><description>I installed Xamarin Studio 4.0, then tried to import the MonoGame 3.0 MonoDevelop package, but was confronted with this error.&lt;br /&gt;Comments: ** Comment from web user: ataquino ** &lt;p&gt;Please ignore the above. I was using the MonoDevelop version on Xamarin Studio.&lt;/p&gt;&lt;p&gt;My bad.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;</description><author>ataquino</author><pubDate>Wed, 08 May 2013 17:28:23 GMT</pubDate><guid isPermaLink="false">Commented Issue: Xamarain Studio 4.0 and MonoGame [7334] 20130508052823P</guid></item><item><title>Commented Issue: Xamarain Studio 4.0 and MonoGame [7334]</title><link>http://monogame.codeplex.com/workitem/7334</link><description>I installed Xamarin Studio 4.0, then tried to import the MonoGame 3.0 MonoDevelop package, but was confronted with this error.&lt;br /&gt;Comments: ** Comment from web user: ataquino ** &lt;p&gt;Hello.&lt;/p&gt;&lt;p&gt;I'm having the same issue on a Windows 7 machine.&lt;/p&gt;&lt;p&gt;I changed the dependencies version to this:&lt;/p&gt;&lt;p&gt;  &amp;lt;Dependencies&amp;gt;&lt;br&gt;    &amp;lt;Addin id=&amp;quot;Core&amp;quot; version=&amp;quot;4.0&amp;quot; /&amp;gt;&lt;br&gt;    &amp;lt;Addin id=&amp;quot;Ide&amp;quot; version=&amp;quot;4.0&amp;quot; /&amp;gt;&lt;br&gt;    &amp;lt;Addin id=&amp;quot;SourceEditor2&amp;quot; version=&amp;quot;4.0&amp;quot; /&amp;gt;&lt;br&gt;    &amp;lt;Addin id=&amp;quot;Refactoring&amp;quot; version=&amp;quot;4.0&amp;quot; /&amp;gt;&lt;br&gt;    &amp;lt;Addin id=&amp;quot;Autotools&amp;quot; version=&amp;quot;4.0&amp;quot; /&amp;gt;&lt;br&gt;  &amp;lt;/Dependencies&amp;gt;&lt;/p&gt;&lt;p&gt;Attached is the message displayed by the Add-in manager.&lt;/p&gt;&lt;p&gt;Thanks.&lt;/p&gt;</description><author>ataquino</author><pubDate>Wed, 08 May 2013 16:05:11 GMT</pubDate><guid isPermaLink="false">Commented Issue: Xamarain Studio 4.0 and MonoGame [7334] 20130508040511P</guid></item><item><title>Created Issue: Alphablending on linux [7430]</title><link>http://monogame.codeplex.com/workitem/7430</link><description>Hi, &lt;br /&gt;&lt;br /&gt;I&amp;#39;m loading nonpremultiplied alpha png an&lt;br /&gt;</description><author>FJeandinot</author><pubDate>Sat, 04 May 2013 18:33:52 GMT</pubDate><guid isPermaLink="false">Created Issue: Alphablending on linux [7430] 20130504063352P</guid></item><item><title>Commented Issue: Cannot use Mouse API in Android [7428]</title><link>http://monogame.codeplex.com/workitem/7428</link><description>In Windows Phone, I can use Mouse API for one touch point.&lt;br /&gt;But In Android, I cannot use Mouse API. That is not running.&lt;br /&gt;I want use Mouse API in Android for one touch point.&lt;br /&gt;Comments: ** Comment from web user: Akenaton ** &lt;p&gt;Hi&lt;br&gt;on Android or IOS you should use Gestures Tap&lt;br&gt;```&lt;br&gt;using Microsoft.Xna.Framework.Input;&lt;br&gt;using Microsoft.Xna.Framework.Input.Touch;&lt;br&gt;```&lt;br&gt;```&lt;br&gt;  this.EnabledGestures = GestureType.Tap;&lt;br&gt;```&lt;br&gt;look at Touchgesture samples here:&lt;br&gt;https://github.com/CartBlanche/MonoGame-Samples&lt;/p&gt;&lt;p&gt;Peter&lt;/p&gt;</description><author>Akenaton</author><pubDate>Tue, 30 Apr 2013 11:54:39 GMT</pubDate><guid isPermaLink="false">Commented Issue: Cannot use Mouse API in Android [7428] 20130430115439A</guid></item><item><title>Created Issue: Cannot use Mouse API in Android [7428]</title><link>http://monogame.codeplex.com/workitem/7428</link><description>In Windows Phone, I can use Mouse API for one touch point.&lt;br /&gt;But In Android, I cannot use Mouse API. That is not running.&lt;br /&gt;I want use Mouse API in Android for one touch point.&lt;br /&gt;</description><author>daramkun</author><pubDate>Mon, 29 Apr 2013 17:20:05 GMT</pubDate><guid isPermaLink="false">Created Issue: Cannot use Mouse API in Android [7428] 20130429052005P</guid></item></channel></rss>