@alphatrak how can I do that? Do I initialize the whole class in Game le something?
@alphatrak Even when I set break points, it seems to be calling everything correctly, but not drawing anything for Mercury. No errors.
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@DaveVoyles Well.. Doesn't look like I got it working yet. But in Game1(), after "graphics = new GraphicsDeviceManager(this);"...Thanks. Twitter will use this to make your timeline better. UndoUndo
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@DaveVoyles put "GlobalShare.GraphicsDeviceManager = graphics;" and in GameplayScreen(), put "graphics = GlobalShare.GraphicsDeviceManager;"Thanks. Twitter will use this to make your timeline better. UndoUndo
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@DaveVoyles hmm.. can't see that last line in Tweetdeck very well...Thanks. Twitter will use this to make your timeline better. UndoUndo
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@DaveVoyles ..and in GameplayScreen(), put "graphics = GlobalShare.GraphicsDeviceManager;"Thanks. Twitter will use this to make your timeline better. UndoUndo
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@DaveVoyles That at least prevents a null being set to GraphicsDeviceService in the "new SpriteBatchRenderer" in GameplayScreen.Initialize() -
@alphatrak Oh ok, this way they are ALL using the SAME GraphicsDevice - Show replies
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