Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8437519
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 10, 20262026-06-10T07:27:13+00:00 2026-06-10T07:27:13+00:00

I’m currently using this code that someone recommended to combine Awesomium and XNA, however

  • 0

I’m currently using this code that someone recommended to combine Awesomium and XNA, however I’m having an issue… Whenever I try to draw the resulting Texture2d the component gives me, I get:

You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData.

Here’s my 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
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    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);
        }

        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        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
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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);
        }
    }
}

What exactly am I doing wrong?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-10T07:27:15+00:00Added an answer on June 10, 2026 at 7:27 am

    Your SpriteBatch is setting the web texture into the graphics device’s first texture stage and never unsetting it. This is causing Awesomium’s Draw() method to fail, because it’s trying to call SetData() on a texture that’s still in use.

    After spriteBatch.End(), unset the texture stage:

    GraphicsDevice.Textures[0] = null;
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
I have this code to decode numeric html entities to the UTF8 equivalent character.
We're building an app, our first using Rails 3, and we're having to build
I have this code: - (void)parser:(NSXMLParser *)parser foundCDATA:(NSData *)CDATABlock { NSString *someString = [[NSString
I know there's a lot of other questions out there that deal with this
For some reason, after submitting a string like this Jack’s Spindle from a text
this is what i have right now Drawing an RSS feed into the php,

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.