Search found 8 matches
- 06 Nov 2025, 11:52
- Forum: General Discussion
- Replies: 5
- Views: 1837
Re: BeginOffscreenRender
Is there any other big changes that have occured between 3.2.7 and 3.2.10? The exact same implementation I have now works fine on 3.2.7, and not at all on 3.2.10. I am using a slightly modified version of the Styles.xaml from the samples. On 3.2.7 everything works as intended, but on 3.2.10 I'm not ...
- 05 Nov 2025, 12:19
- Forum: General Discussion
- Replies: 5
- Views: 1837
Re: BeginOffscreenRender
It's not being called using that Xaml. When calling view->GetRenderer()->RenderOffscreen(); I'm getting a call to CreateRenderTarget (which in our implementation requires Begin to have been called before, as it used to be in the last version. I don't know if it's changed so Begin/End is only called ...
- 05 Nov 2025, 11:45
- Forum: General Discussion
- Replies: 5
- Views: 1837
BeginOffscreenRender
Hi. Just updated the SDK to 3.2.10 from 3.2.7 Now I'm not getting BeginOffscreenRender() invoked when doing view->GetRenderer()->RenderOffscreen(); Is this intended? I'm relying on the Begin/End functions to setup and dispatch our internal render contexts which are being filled out of the other func...
- 15 Oct 2025, 16:27
- Forum: General Discussion
- Replies: 1
- Views: 1690
Question about KeyDown/Up events
Hey. So I don't really understand the Noesis::Key enum and what it's expecting to be sent to it. I'm trying to implement the Noesis::IView::KeyDown/Up calls from the MessageLoop's WM_KEYDOWN/WM_KEYUP messages. From those I can get the virtual_key, scan_code and some other stuff. But nothing seems to...
- 13 Oct 2025, 11:31
- Forum: General Discussion
- Replies: 4
- Views: 1793
Re: Stencil confusion
ResolveSubresourceRegion is used in our D3D12 renderer when multisampled render targets are involved (although that’s quite uncommon). Its purpose is to resolve a multisampled surface into a standard texture resource so that it can be used later as a shader input. Right, that explains why I'm not f...
- 13 Oct 2025, 11:08
- Forum: General Discussion
- Replies: 4
- Views: 1793
Re: Stencil confusion
That depends on the graphics API you’re using. The resolve step is needed to transition the resource from a render target to a texture that can be sampled later. For example, in our D3D12 renderer implementation (D3D12RenderDevice.cpp), this is handled via resource barriers to move from D3D12_RESOU...
- 13 Oct 2025, 10:37
- Forum: General Discussion
- Replies: 4
- Views: 1793
Stencil confusion
Hi I'm integrating Noesis in our own engine currently, and are a bit confused over how the stencil buffer usage is supposed to function. When opening up a combo-box a new Offscreen rendertarget, along with a stencil buffer is created. Later during OnscreenRender I get first one DrawBatch which wants...
- 29 Sep 2025, 16:44
- Forum: General Discussion
- Replies: 1
- Views: 2764
Noesis integration
Hi. I'm in the process of integrating the Noesis SDK into our bespoke engine. I've only implemented basic xaml/font loading and focused on getting the Renderer implemented, implemented a child of the RenderDevice class and all the functionality that is currently being executed. Finally got something...