Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013.
non-static GraphicsCapabilities

Each GraphicsDevice have it's own instance of GraphicsCapabilities. On
the desktop it's possible to have multiple GraphicsDevice created with
different Feature Levels or even using Reference/WARP devices.
Optimize .XAP size

This prevent the .XML documentation files (MonoGame.Framework.xml,
SharpDX.xml, etc) to get copied into the .XAP file. Those are text files
and compress well in the xap but take significant space once the app is
deployed.

I created two projects, Game1 (old template) & Game2 (new template),
build with ARM/Release  and deploy to the phone.

In the /Bin directory:
Game1_Release_ARM.xap 1163 KB
Game2_Release_ARM.xap  572 KB

On the phone (Settings/Phone Storage/Apps)
Game1_Release_ARM.xap 14,15 MB
Game2_Release_ARM.xap  7,20 MB
Use AfterResolveReferences
add note
openGL
openGL2
GLES
text formatting...
openGL3_ANDROID
Boolean logic error

The statement here is wrong. If the backbuffer change from 480x800 to
480x480 (an awkward thing to do) the _depthStencilView will not get
updated.

More on this method and whether the size will ever change on another
issue.
Revert "Boolean logic error"

This reverts commit 16e043cf6cbb6489a5dff630d7c6f63b2fc3f0bd.
Removed unused logger.
Make sure we create the same empty ModelMeshPartContent as XNA when there is no geometry in a mesh.
Added some BoundingSphere tests.
Added missing exception when passing empty list to BoundingSphere.CreateFromPoints().
Helper for epsilon based Matrix comparison.
We correctly create default materials for geometry.
More complete test for missing UV channels.
Changed ToLower/ToUpper to culture-insensitive ToLowerInvariant/ToUpperInvariant.
Merge pull request #2857 from Andreyul/ToLower_ToUpper

Changed ToLower/ToUpper to culture-insensitive ToLowerInvariant/ToUpperInvariant
OpenGL SamplerState had null GraphicsDevice
The GraphicsDevice had never been set in the OpenGL version of SamplerState. This PR sets it and checks for the SamplerState being used on the same GraphicsDevice as it was first used, similar to the DirectX version.