Graphics related:
- BasicEffect has no PreferPerPixelLighting-Property.
- BasicEffect.FogEnabled-Property throws "NotImplementedException" on set.
- Depth testing isn't working. On XNA it seems to be on by default. In MonoGame it's always off.
- Enabling depth testing doesn't help since there's no depth buffer attached to the framebuffer in IOSGameWindow.
- I fixed depth test issues by adding a depth buffer render attachment to the framebuffer, adding manual GL11.Enable(ALL11.DepthTest) and setting CullMode to CCW (which should depend on the corresponding RasterizerState.CullMode-Property).
- Setting the sampler state to "SamplerState.PointClamp" does not work. It should use nearest texture filtering in GL but always uses linear.
- Frustum culling does not seem to work.
- Matrix.CreateFromAxisAngle seems to be buggy since camera movement works perfectly fine whereas rotation around Y-Axis yields some strange translation behavior which is probably because the resulting vector is not normalized anymore. Not so sure of that one.
- Okay CreateFromAxisAngle is probably okay. Y-Axis rotation yields to translation bug must be elsewhere.
- VertexBuffer has no (GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage)-Constructor.
- VertexBuffer has no SetData
(T[] data)-Method that works with T=float. It always requires T to implement the IVertexType-interface which float obviously doesn't. - VertexBuffer-Class stores buffers in fixed size array _allBuffers. There should be no arbitrary limit of the number of vertex buffers.
- VertexBuffer-Class adds "GenerateBuffer
"-Action to a list instead of immediately calling it. Seems like the developer wanted to defer it for some reason. BUT: the CreateFrameBuffers-method invoking each action in the list is actually NEVER called!
Note: I don't really get what all this _bufferPtr-crap is for. I personally never did anything else than saving the GenBuffers generated buffer id in an uint and nothing else.

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