Search found 19 matches
- 30 Jul 2024, 10:39
- Forum: General Discussion
- Replies: 2
- Views: 3131
Re: UE5: How to write converters?
Thanks! This is what I was missing. It works now :)
- 29 Jul 2024, 18:11
- Forum: General Discussion
- Replies: 2
- Views: 3131
UE5: How to write converters?
I am trying to write converters for UE5 but I am having a hard time finding examples. So far Noesis is unable to find my class and I have no idea why here what I wrote so far #pragma once #include "CoreMinimal.h" #include <NsCore/Noesis.h> #include <NsGui/BaseValueConverter.h> class String...
- 04 Oct 2023, 11:31
- Forum: Showcase Gallery
- Replies: 6
- Views: 16536
Re: "Native" Monogame renderer
Very nice!
- 15 Jun 2022, 11:07
- Forum: General Discussion
- Replies: 7
- Views: 1485
Re: Texture Memory Leak with Converter
I created a ticket with all infos : https://www.noesisengine.com/bugs/view.php?id=2360
So far I have only been able to reduce the issue by creating a texture cache system using WeakReference
So far I have only been able to reduce the issue by creating a texture cache system using WeakReference
- 13 Jun 2022, 11:46
- Forum: General Discussion
- Replies: 7
- Views: 1485
Re: Texture Memory Leak with Converter
We cannot use addressables as we requires to be loaded on the fly for modding.
Either way I think the issue is from within Noesis. It seems the UnregisterTextureCallback is not called when the binding changes.
Either way I think the issue is from within Noesis. It seems the UnregisterTextureCallback is not called when the binding changes.
- 10 Jun 2022, 15:40
- Forum: General Discussion
- Replies: 7
- Views: 1485
Texture Memory Leak with Converter
So we have converter that transforms bindings into an image using Texture2D and TextureSource from Noesis. This works well to display the image but it comes with a big issue, the unity texture is never freed and can quickly ramp up if we start to display a lot of images. Since those are created with...
- 22 Dec 2021, 17:14
- Forum: General Discussion
- Replies: 6
- Views: 4059
Re: Unity HDRP & RenderTexture Alpha
This in the HDRP settings in the Color Buffer Format. The only possible values is R11G11B10 or R16G16B16A16 .
Even if the texture is declared as R8G8B8A8, it will not work if the HDRP settings does not include alpha.
Even if the texture is declared as R8G8B8A8, it will not work if the HDRP settings does not include alpha.
- 21 Dec 2021, 15:51
- Forum: General Discussion
- Replies: 6
- Views: 4059
Re: Unity HDRP & RenderTexture Alpha
For anyone else having issue, also make sure in the HDRP quality settings to set R16G16B16A16 as Color Buffer Format.
- 16 Dec 2021, 15:51
- Forum: General Discussion
- Replies: 6
- Views: 4059
Re: Unity HDRP & RenderTexture Alpha
Solved by changing the background color on the camera to 0, 0, 0, 0
- 16 Dec 2021, 12:21
- Forum: General Discussion
- Replies: 6
- Views: 4059
Unity HDRP & RenderTexture Alpha
We are middle of upgrading our project to HDRP and we noticed some unusual behavior regarding RenderTexture. We a very basic avatar displayed in our UI using RenderTexture into an ImageSource using TextureSource. This was working perfectly before switching to HDRP. But since upgrading, the alpha is ...