Sorry for the long silence, weekends are my busiest times.
I know all about PointClamp, it's the only SamplerState I use in my game. While all objects on-screen may be moving by float values, I display everything at a solid integer position so that everything on-screen clicks into a pixel-perfect place.
Well I tried to use a ttf instead, but as usual the pipeline tool keeps failing when loading the font. I'm not really sure which importers/processors to use, or if I'm missing something else entirely. I've tried all logical combinations and they all end in the pipeline tool failing.
I don't need to see any more code snippets, at this point the compiler isn't even reaching any of my code. What I really want to see if more screenshots of the Pipeline Tool, since this is the only new thing I'm dealing with now that I'm using MonoGame. I keep seeing mentions of xnb files for some (not all, mind you) tutorials on spritefonts for MonoGame. I just...can't find any consistent information on how to implement the pipeline tool. Everything's usually "just add your content, bing bang boom, good to go", which clearly is not the case.
I just find it funny that all other aspects of audio, graphics, and input worked perfectly fine once I transferred from XNA to MonoGame aside from the one BitmapFont problem. Is there really no way to just force the pipeline tool to read the BitmapFont in the DXT3 format (like XNA does) instead of the DXT1 format that doesn't allow transparencies?
If it's not broken, don't fix it.