Comments (12)
Wait, Game.Exit() or Game.Dispose()? That's what I see in the trace...
Either way, can you add a Console.WriteLine here for me?
I'm pretty sure some GL stuff is being called after the GL context has been removed.
Does this work on XNA4? Or the old WindowsGL project?
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Yep, I am receiving a WriteLine (Edit: I am also using Game.Exit() ).
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Right, will try to push the SDL2 Window/GLContext back a bit. One moment!
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End users probably didn't report a problem because they didn't notice one. The program still closes (without a dialog box) and eventually stops execution.
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Well, the current system actually works fine on the 7 or so titles I have running on it, so odds are your title's explicitly making a call that it's not happy with.
Also, seems I may not be able to push it back far enough to affect anything. Just at first glance, though.
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Discovery actually, when referencing Release versions of (SDL) MonoGame.Framework.dll no exception is thrown, while debug throws.
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Hm, not sure. Not to mention, this seems to be a generic MonoGameGLException. I'm disposing the window as late as I can (the only later time I could possibly do it is on SDL2_GamePlatform.Dispose(), which isn't guaranteed to work), so I'm wondering if there's some general GL silliness that needs to be addressed.
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Actually, found a way to resolve this, nevermind~
Committing once I confirm this with all my games, may take a sec.
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Ok, so I traced it all the way through. The exception is not actually thrown on Game.Exit(), I followed it all the way out to the initial creation of the game and then .net tried to clean it up.
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As long as you explicitly call Game.Dispose() (or use using (Game...)
) MG-SDL2 should work with UnloadContent.
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And.... it works now, amazing 💃 , other than TextInput I'm now ready to develop with MonoGameSDL, thanks for all the help 👍 flibitijibibo!
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No problem! You've found some pretty shockingly bad flaws in MG-SDL2, glad we could help each other out. :)
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Related Issues (20)
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- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
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