#GraphicsDevice.Textures[0] set to atlas instead of Gameplay buffer
17 messages · Page 1 of 1 (latest)
this was solved in #code_modding i assume
i wont mark this as solved then
i think the uv positions are scaling to the last drawn texture
which is weird because it's always scaled to the size of the Gameplay buffer
320x180
i just want this to go back to how it worked before
it just stopped working how it did and i don't know how the fuck to get it back
it's so damn annoying