Search found 19 matches

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by ttermeer-reboundcg
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 :)
by ttermeer-reboundcg
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...
by ttermeer-reboundcg
04 Oct 2023, 11:31
Forum: Showcase Gallery
Replies: 6
Views: 16536

Re: "Native" Monogame renderer

Very nice!
by ttermeer-reboundcg
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
by ttermeer-reboundcg
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.
by ttermeer-reboundcg
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...
by ttermeer-reboundcg
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.
download.png
by ttermeer-reboundcg
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.
by ttermeer-reboundcg
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
by ttermeer-reboundcg
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 ...
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