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I'm trying to make a GUI SpriteBatch that'll render a rectangle and an FPS counter as a test, I'm using your vs-templates (Win32 no device resources) with a few changes just making it more polymorphic, that aside there's a bug in my code that turns the text into black boxes if layered above the drawn rectangle, I assume this is because it's trying to reference the texture I used for the rectangle (images below)
I made a different SpriteBatch instance for the FPS counter but it also gave me the same result (surprisingly??)
I assume it could be as I said, trying to reference the image I used for the rectangle instead of the SpriteFont textures or an unrelated issue relating to blendstates or something else.
The text was updated successfully, but these errors were encountered:
Is the render target here alpha-blended? Note that SpriteBatch defaults to using Premultiplied alpha, and if you are using straight-alpha with the rectangle it will be 'wrong' here.
I'm trying to make a GUI SpriteBatch that'll render a rectangle and an FPS counter as a test, I'm using your vs-templates (Win32 no device resources) with a few changes just making it more polymorphic, that aside there's a bug in my code that turns the text into black boxes if layered above the drawn rectangle, I assume this is because it's trying to reference the texture I used for the rectangle (images below)
I made a different SpriteBatch instance for the FPS counter but it also gave me the same result (surprisingly??)
I assume it could be as I said, trying to reference the image I used for the rectangle instead of the SpriteFont textures or an unrelated issue relating to blendstates or something else.
The text was updated successfully, but these errors were encountered: