Search found 4 matches
- 10 Nov 2020, 16:51
- Forum: General Discussion
- Replies: 23
- Views: 16032
Re: Microsoft Blend for Visual Studio and Unity workflow
Just wanted to add to this post with one small addition: If you want to be able to access the Unity API from the code-behind files, you can add the Unity DLLs (located in \Editor\Data\Managed\UnityEngine of the Unity install folder) as references to the WPF project. One thing to pay attention to, th...
- 16 Jul 2020, 07:04
- Forum: General Discussion
- Replies: 4
- Views: 1084
Re: Integration breaks existing rendering but renders Noesis elements just fine
Well, nevermind. It looks like the "depth everywhere is zero" is a result of the depth mask not being re-enabled somewhere in my code after it gets disabled by the Noesis calls. It works now.
- 15 Jul 2020, 22:08
- Forum: General Discussion
- Replies: 4
- Views: 1084
Re: Integration breaks existing rendering but renders Noesis elements just fine
Well, upon closer fiddling with specific OpenGL parameters, I've come to the conclusion that the issue is that Noesis is drawing to the whole screen (which is causing the depth everywhere to be zero). This means that if I don't disable GL_DEPTH_TEST, it's the only thing that's rendered, and if I do ...
- 14 Jul 2020, 19:58
- Forum: General Discussion
- Replies: 4
- Views: 1084
Integration breaks existing rendering but renders Noesis elements just fine
I have a rendering loop working just fine for my game, but after following the steps in the integration guide, I end up with a couple of interesting problems: If I merely initialize the Noesis view's renderer, all of my renders stop working, whether or not actually update and render any of the frame...