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Fix missing files in MonoGameContentProcessors.csproj #706
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So I fixed the build of MonoGameContentProcessors and 2MGFX, but to do so I removed csproj file references to DXEffectObject.fxparser.cs. I thought this was only to be removed from the runtime. Perhaps I'm getting mixed up with different effect parsing functionality? |
Hard to say off the top of my head... espes moved a bunch of stuff around there. Let me investigate what went where and i'll get back to you. |
Ok... after examining the code changes there and looking at you're changes here it seems this pull request is good and fixes the MonoGameContentProcessors assembly to build again. Gonna merge it. |
Fix missing files in MonoGameContentProcessors.csproj
@Aranda - If you try to run 2MGFX to generate a GL shader does it work for you? I get an exception... Unable to find an entry point named 'MOJOSHADER_parse' in DLL 'libmojoshader_32.dll'. Are you seeing the same thing?
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@tomspilman yes I get the same error, although initially I couldn't even get this far. I had to change MojoShader.cs to reference the correct DLL file name:
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Yea... I fixed that as well. Just waiting to hear from espes now to figure out what changed with that assembly. |
Mojoshader was updated and some function signatures were changed. An updated the 32bit windows dll is in ThirdParty/Libs. It seems I just messed up the filename in the bindings. I remember I had a hack in there to select the 32bit/64bit windows dll instead of hardcoding it at one point and meant to investigate. Though I may also have messed up the windows build settings. I'll have a look tomorrow :/ |
Any news on this? |
Fixes #706, MGMaterialProcessor not using MGEffectProcessor.
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