mono/MonoGame — pull request #312 by slygamer (2012-02-22 06:38:24+00:00)
Title: Develop3d - Changes to fix/optimize texture loading, complete bounding frustum/sphere test, and some platform-specific changes

Add ignore = all to each submodule to prevent changes showing in a git status of the outer directory.
List supported GL extensions when GraphicsDevice is initalized.
Cache Android's activity asset file list on first use to avoid getting the same list for every filename that goes through ContentTypeReader.Normalize().
Handle the case where IEnumerable.FirstOrDefault() returns null (string default) when the file is not found. Avoids crash in Path.Combine().
Garbage-free DXT decompression. Appears to also solve debugger drop-out on Android.
Shift channels when loading BGRA4444 from XNB.
Swap R and B channels in Texture2D.LoadFromStream on Android.
Alternate implementation for BoundingFrustum.Contains(BoundingSphere) that covers all cases.
Reset lastUpdateTime in Game.ResetElapsedTime, though it still does not appear to work fully.
Fix MojoShader alloc/free members that caused JIT errors in MonoTouch.
GraphicsExtensions: iOS does not like Rgba4 as an internal format.
If graphics device does not exist when frame buffer is created, set it later when the graphics device is created.
Fixed sign test of previous change to bounding frustum test.
Defined out iOS-specific code in GraphicsDeviceManager.cs.
Implement list of disposable assets as a separate list, as required by the optional disposable handler in ReadAsset().