Comments (5)
Hi @KristopherJR , what type of a MonoGame template did you use to create your project? And are you using the latest version of MonoGame?
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Hey @discosultan, I think it was a ‘Monogame WindowsGL Project'. The version from what I can see is '3.8.0.1641'. I actually managed to get past this particular bug, I just had to add a reference to the .dll file in the VS project. I've hit another wall though and I'm guessing it's to do with the version of MonoGame I'm running, but maybe you know otherwise? Here's the screenshot:
everything builds/compiles fine but I get that error at runtime.
Cheers
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Hey @KristopherJR
When creating a MonoGame DesktopGL project, make sure to also use the DesktopGL version of Penumbra (https://www.nuget.org/packages/MonoGame.Penumbra.DesktopGL/). When creating a MonoGame WindowsDX project, make sure to use the WindowsDX version of Penumbra (https://www.nuget.org/packages/MonoGame.Penumbra.WindowsDX/). They use different graphics backends and need to be compatible with each other.
Next, I would ensure that you use the latest versions of everything, but that looks to be already the case (MonoGame 3.8 and Penumbra 2.1).
from penumbra.
Hi @discosultan
So I've tried all of those steps and I'm still getting the runtime error. I don't suppose you could walk me through the installation steps from creating a brand new VS MonoGame project to installing Penumbra just in bullet points?
So far I'm creating the MonoGame WindowsDX project from scratch, then installing Penumbra with NuGet and including it with "using penumbra;" everything compiles fine but I still get that runtime error. Once I comment out the Penumbra code in Game1, the application runs fine.
Thanks!
from penumbra.
Hey @KristopherJR
I just tested locally and the scenario you described worked without issues (latest VS 2019 16.11.5, latest MonoGame 3.8.0, latest Penumbra 2.1.0). Most probably it's some missing component on your machine. What you can do:
- Make sure you have the DirectX End-User Runtimes (June 2010) installed. This is required to compile shaders on WindowsDX.
- If the previous step doesn't solve the problem, you can try cloning the Penumbra repository and see if you can build either the WindowsDX or DesktopGL solutions.
- If you were able to build the WindowsDX solution from step nr 2, check the
Samples
folder for various example games using Penumbra to figure out if it might've been bad usage of Penumbra.
One last thing that popped to mind: if your project just happens to be also named Penumbra
, I think Visual Studio won't be able to use the actual Penumbra library. Though that's probably not the case, as your project was named Panacea
based on the screenshot above.
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Related Issues (20)
- Support for MonoGame 3.7.1 HOT 5
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- Tweak color of unlit areas
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- [Question]: Is there a way I can change the layer depth at which individual shadows are cast? HOT 2
- Support MonoGame 3.8 HOT 5
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- Support for MonoGame 3.8.1 HOT 3
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- NOT AN ISSUE - Thanks to project owner.
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