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  1. POCan't get an Awesomium render onto the screen in XNA
    text
    copied!<p>I'm currently using <a href="https://gist.github.com/2690490" rel="nofollow">this</a> code that someone recommended to combine <a href="http://awesomium.com/" rel="nofollow">Awesomium</a> and XNA, however I'm having an issue... Whenever I try to draw the resulting Texture2d the component gives me, I get:</p> <blockquote> <p>You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData.</p> </blockquote> <p>Here's my code:</p> <pre><code>using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Awesomium.Core; namespace ProjectTest { /// &lt;summary&gt; /// This is the main type for your game /// &lt;/summary&gt; public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; AwesomiumComponent uiHud; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Rectangle rect = new Rectangle(100, 100, 500, 500); uiHud = new AwesomiumComponent(this, rect); this.Components.Add(uiHud); } /// &lt;summary&gt; /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// &lt;/summary&gt; protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// &lt;summary&gt; /// LoadContent will be called once per game and is the place to load /// all of your content. /// &lt;/summary&gt; protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); uiHud.WebView.LoadURL("http://www.google.com/"); // TODO: use this.Content to load your game content here } /// &lt;summary&gt; /// UnloadContent will be called once per game and is the place to unload /// all content. /// &lt;/summary&gt; protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// &lt;summary&gt; /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// &lt;/summary&gt; /// &lt;param name="gameTime"&gt;Provides a snapshot of timing values.&lt;/param&gt; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //uiHud.Update(gameTime); base.Update(gameTime); } /// &lt;summary&gt; /// This is called when the game should draw itself. /// &lt;/summary&gt; /// &lt;param name="gameTime"&gt;Provides a snapshot of timing values.&lt;/param&gt; protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Vector2 pos = new Vector2(10, 10); spriteBatch.Begin(); spriteBatch.Draw(uiHud.WebViewTexture, pos, Color.White); spriteBatch.End(); //uiHud.Draw(gameTime); // TODO: Add your drawing code here base.Draw(gameTime); } } } </code></pre> <p>What exactly am I doing wrong?</p>
 

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