Search found 15 matches

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by RevalSoft
20 Dec 2023, 13:32
Forum: General Discussion
Replies: 6
Views: 2743

Re: Bad font anti aliasing after upgrade from 3.1.2 to 3.2.2

Thanks for all the given information and assets. I can confirm this is a bug we introduced in 3.2.2 (effects applied on text).

Could you please create a ticket for this?
All right, https://www.noesisengine.com/bugs/view.php?id=2965.
Thank you.
by RevalSoft
20 Dec 2023, 07:34
Forum: General Discussion
Replies: 6
Views: 2743

Re: Bad font anti aliasing after upgrade from 3.1.2 to 3.2.2

Hey! Here is modified IntegrationGLUT: https://pastebin.com/50eWsHHU Lines 55-56 (and their dependencies) just addon for changing window size. Lines 77-79 it's addon for support local providers. Line 86 loading of example xaml. Lines 97-120 it's how we scaling virtual screen. Here is example xaml fo...
by RevalSoft
06 Dec 2023, 05:12
Forum: General Discussion
Replies: 6
Views: 2743

Re: Bad font anti aliasing after upgrade from 3.1.2 to 3.2.2

Are you able to reproduce this in our IntegrationGLUT sample? If so, please create a ticket including the changes needed to reproduce the issue Finally gotcha what can be wrong. Problem happens when Windows system uses scaling factor over 100%. I not able to reproduce it in IntegrationGLUT becouse ...
by RevalSoft
03 Dec 2023, 21:13
Forum: General Discussion
Replies: 6
Views: 2743

Bad font anti aliasing after upgrade from 3.1.2 to 3.2.2

Hey there! After jump from 3.1.2 to 3.2.2 i got weird situation with font rendering. Before: https://i.imgur.com/muIfeQe.png https://i.imgur.com/Mpwqgux.png After: https://i.imgur.com/78b8tVJ.png https://i.imgur.com/dnckgFW.png Integration in custom engine via C++, renderer backend - OpenGL, driver ...
by RevalSoft
29 Dec 2022, 22:25
Forum: General Discussion
Replies: 1
Views: 291

Caching of textures

Hi there! I'm implement game UI via Noesis and have get freezes on first open windows where used texture atlas for icons, sure somewhere i'm make mistake with resource organization and missing caching in TextureProvider. Please, explain to me how to correct preload big texture in TextureProvider and...
by RevalSoft
21 Jan 2022, 01:31
Forum: General Discussion
Replies: 10
Views: 930

Re: Texture glitch without visible reason

I need to understand more. How is the XAML that is rendering this part of the UI (including the text). skull.png What version of NoesisGUI are you using? Version: 3.1.2 Indie, but got this bug and in 3.1.0 ItemsControl 'SkillsControl' -> Collection of 'SkillTree_SkillButton' Here is part only about...
by RevalSoft
21 Jan 2022, 00:55
Forum: General Discussion
Replies: 10
Views: 930

Re: Texture glitch without visible reason

Let me understand something, what buffer is the "Color 0 buffer" in the screenshots. It is not the framebuffer right?
As i can suppose - it is Offscreen.
Image
by RevalSoft
21 Jan 2022, 00:34
Forum: General Discussion
Replies: 10
Views: 930

Re: Texture glitch without visible reason

Probably same issue as in https://www.noesisengine.com/forums/viewtopic.php?f=3&t=2489 Make sure you are doing glColorMask(true, true, true, true) before clearing. Tried: void NSUIView::Render() { if (!IsVisible()) return; m_PureView->GetRenderer()->RenderOffscreen(); glBindFramebuffer(GL_FRAME...
by RevalSoft
20 Jan 2022, 23:42
Forum: General Discussion
Replies: 10
Views: 930

Re: Texture glitch without visible reason

I used Nvidia Nsight for capturing, it works, but while not handling how to save traces. But, I got some interesting things. Without glitch Color 0 buffer (after ~1 minute after render begin): https://i.imgur.com/1DU2mIa.gif With glitch Color 0 buffer (after ~5 minutes after render begin): https://i...
by RevalSoft
20 Jan 2022, 22:10
Forum: General Discussion
Replies: 10
Views: 930

Re: Texture glitch without visible reason

Could you please share two RenderDoc captures (one without glitches and one with errors) ? I assume this is using our GLRenderDevice , not a custom renderer right? I have a problem with RenderDoc because it is required modern OpenGL Context Pipeline 3.2+, currently, my project uses 2+ (old pipeline...
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