Search found 73 matches
- 15 Jun 2022, 17:11
- Forum: Showcase Gallery
- Replies: 4
- Views: 6012
Re: Unity Addressable Image Control
Great! I want to do a cleaner implementation which doesn't inherit from Image, but instead inherits from FrameworkElement and uses an Image in it's ControlTemplate. This will remove the weirdness of the AddressableImage control having a publicly writable Source dependency property, which should neve...
- 13 Jun 2022, 12:04
- Forum: General Discussion
- Replies: 7
- Views: 1412
Re: Texture Memory Leak with Converter
I don't know what/where the UnregisterTextureCallback is, so I may be missing something here. Noesis does not manage the lifecycle of textures that are passed to it via a TextureSource, it only does this for the textures it loads internally. Noesis can't know whether the texture is being used in oth...
- 12 Jun 2022, 21:32
- Forum: General Discussion
- Replies: 7
- Views: 1412
Re: Texture Memory Leak with Converter
I've created the AddressableImage control, along with an example project showing it in use: viewtopic.php?t=2629
- 12 Jun 2022, 21:29
- Forum: Showcase Gallery
- Replies: 4
- Views: 6012
Unity Addressable Image Control
Hi all, The Unity Addressables system simplifies the lifecycle management of unmanaged resources (textures, models, GameObjects, etc.) in Unity. It also has the benefit of allowing you to store these assets outside the built application, including hosting them remotely. While Addressables has it's i...
- 10 Jun 2022, 16:41
- Forum: General Discussion
- Replies: 7
- Views: 1412
Re: Texture Memory Leak with Converter
Hi ttermeer-reboundcg, Our solution to this was to use Unity Addressables (https://docs.unity3d.com/Packages/com.unity.addressables@1.20/manual/index.html), and integrate that with Noesis using an AddressableImage control. In case you don't know, Addressables is a system for building and loading Uni...
- 23 May 2022, 11:52
- Forum: General Discussion
- Replies: 9
- Views: 1678
Re: Support for x:Shared property for localization
I think I will try out this approach with a parsed textblock control actually. The more I think about it, the more advantages I see with it. It means that you can use it in the exact same way you would use a normal TextBlock, and apply styles to it as a normal TextBlock, which is not the case for t...
- 20 May 2022, 17:26
- Forum: General Discussion
- Replies: 9
- Views: 1678
Re: Support for x:Shared property for localization
<TextBlock x:Key="LOC@SETTING_VALUE_PERCENTAGE"><Run Text="{Binding Path=Value, StringFormat=p0}"/></TextBlock> I do not think that you can use the Binding markup in a ResourceDictionary. I have been trying to think of ways you might store the localizations in a ResourceDictiona...
- 20 May 2022, 15:43
- Forum: General Discussion
- Replies: 9
- Views: 1678
Re: Support for x:Shared property for localization
You got it exactly, right down to the name of the ParsedTextBlock control. 😂 For binding we inject the values. Binding these values looks like this: <common:ParsedTextBlock Text="The cost of fuel is: [b]{{fuelCost}}[/b]."> <common:ParsedTextBlock.TextParameters> <common:ParameterViewData K...
- 20 May 2022, 14:52
- Forum: General Discussion
- Replies: 9
- Views: 1678
Re: Support for x:Shared property for localization
Hi Anton, This is a bit of a tangent, but I thought I'd share how I have handled localization with formatted text. We created a simple BBCode parser which generates Inline elements from a BBCode formatted string. This allows us to keep our localization text as strings, allowing us to store it in XAM...
- 21 Jan 2022, 19:24
- Forum: Showcase Gallery
- Replies: 4
- Views: 4721
Re: Universe or Nothing Engineering Screen
Thanks Jesus!
Hopefully some day I'll be in a position to work on it again.
Noesis is has come so far since then too, so much more is possible/easier now. I could do some really great animations, like on the power lines, using custom brush shaders.
Hopefully some day I'll be in a position to work on it again.
Noesis is has come so far since then too, so much more is possible/easier now. I could do some really great animations, like on the power lines, using custom brush shaders.