Search found 244 matches
- 26 Jul 2024, 20:22
- Forum: General Discussion
- Replies: 1
- Views: 1234
Is this a Bug? Adding DropShadow Fixes Layout in WorldSpaceUI Instance
I am drawing a UserControl within a NoesisWorldSpaceUI instance. My rendering looks fine as long as I have a drop shadow effect applied to a top-level element. Without a drop shadow it looks like a scaling or resolution issue occurs. What might cause this behavior? Is it a bug? XAML <Viewbox> <Stack...
- 18 Jul 2024, 23:35
- Forum: General Discussion
- Replies: 1
- Views: 851
Techniques for Integrating World Space UI w/ 3D
I have been using Noesis World Space UI for scenarios which combine 2D and 3D. The World Space UI is either in a fixed 3D position or shown via billboarding. I saw this screenshot the other day, and I was curious if anyone has thoughts on how they might be integrating Noesis 2D line drawing with 3D ...
- 15 Jul 2024, 14:09
- Forum: General Discussion
- Replies: 1
- Views: 618
Path GeometryCombineMode Supported?
Is Path GeometryCombineMode supported?
MSDN: https://learn.microsoft.com/en-us/dotne ... esktop-8.0
XAMLToy: https://www.noesisengine.com/xamltoy/
Thanks!
MSDN: https://learn.microsoft.com/en-us/dotne ... esktop-8.0
XAMLToy: https://www.noesisengine.com/xamltoy/
Thanks!
- 11 Dec 2023, 22:13
- Forum: General Discussion
- Replies: 2
- Views: 3515
Re: NoesisWorldUI Repeated Instantiation on Game Object Enable
Confirmed -- void OnEnable() { FindContainer(); LoadContent(); AddContent(); } void OnDisable() { RemoveContent(); _content = null; _transform = null; _containerPanel = null; _camera = null; } This isn't the correct behavior for Unity. In Unity, disabling a game object within the hierarchy should no...
- 11 Dec 2023, 21:46
- Forum: General Discussion
- Replies: 2
- Views: 3515
NoesisWorldUI Repeated Instantiation on Game Object Enable
I am noticing that when a game object hierarchy containing a NoesisWorldUI is re-enabled, the associated XAML is reparsed, loaded, constructor invoked, and Initialized and InitializeComponent methods are reinvoked. This seems like a bug -- and I am looking to see how this might be happening by side ...
- 11 Dec 2023, 16:19
- Forum: General Discussion
- Replies: 6
- Views: 3559
- 08 Dec 2023, 21:17
- Forum: General Discussion
- Replies: 6
- Views: 3559
Re: WorldSpaceUI Question - Click Events
I can confirm that commenting out ev.use resolves the issue. I can confirm that all intermediate layers are transparent or disabled for hit test. My current work-around to fix click events is to check for mouse over within the world space UI (which works), and then disable the base view's Enable Mou...
- 06 Dec 2023, 21:43
- Forum: General Discussion
- Replies: 6
- Views: 3559
Re: WorldSpaceUI Question - Click Events
OK, the cause is interesting. I render camera output to a texture and composite this texture into the Noesis View. Let's call this UI my base layer. The camera depth is 10. I render world space UI elements using a separate Noesis View. Here the camera depth is 2. This allows UI elements to render ov...
- 05 Dec 2023, 02:25
- Forum: General Discussion
- Replies: 6
- Views: 3559
WorldSpaceUI Question - Click Events
I am using the WorldSpaceUI element and it nearly completely works... I am seeing MouseOver events fire with accurate cursor precision. However, Click and MouseDown events are not firing. I dissected the WorldSpaceUI example but I'm at a loss for what I might be missing. - The NoesisView has mouse e...
- 01 Nov 2023, 15:08
- Forum: General Discussion
- Replies: 4
- Views: 2144