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I'm experimenting with using Nez with FNA. I created a single entity with a SpriteRenderer. Everything renders correctly, but the logs are spammed with "Dynamic buffer using SetDataOptions.None, expect bad performance and broken output!" every time the Draw function is executed. This error comes from the FNA3D.dll but this line in Batcher.cs triggers it: _vertexBuffer.SetDataPointerEXT(0, (IntPtr)p, _numSprites * VertexPositionColorTexture4.RealStride, SetDataOptions.None);
I'm fairly certain that this error is caused by creating a dynamic buffer but not using enough data to fill it, since if I set MAX_SPRITES to 1, the warning goes away. Should I be concerned about this warning and is there anything I can do to get rid of it?
The text was updated successfully, but these errors were encountered:
I'm experimenting with using Nez with FNA. I created a single entity with a SpriteRenderer. Everything renders correctly, but the logs are spammed with "Dynamic buffer using SetDataOptions.None, expect bad performance and broken output!" every time the Draw function is executed. This error comes from the FNA3D.dll but this line in Batcher.cs triggers it:
_vertexBuffer.SetDataPointerEXT(0, (IntPtr)p, _numSprites * VertexPositionColorTexture4.RealStride, SetDataOptions.None);
I'm fairly certain that this error is caused by creating a dynamic buffer but not using enough data to fill it, since if I set MAX_SPRITES to 1, the warning goes away. Should I be concerned about this warning and is there anything I can do to get rid of it?
The text was updated successfully, but these errors were encountered: