Search found 15 matches

  • 1
  • 2
by TomSmith
02 Mar 2017, 09:21
Forum: Official Announcements
Replies: 177
Views: 117157

Re: Unreal Engine 4

actually nevermind, I found a copy of 1.3.0rc2 I had downloaded previously.
by TomSmith
01 Mar 2017, 15:38
Forum: Official Announcements
Replies: 177
Views: 117157

Re: Unreal Engine 4

Thanks for that.

Is there any way to download prior versions of noesisgui? The download links in the NoesisGUI 1.3 RC3 thread now point to the new release.
by TomSmith
26 Feb 2017, 22:13
Forum: Official Announcements
Replies: 177
Views: 117157

Re: Unreal Engine 4

I have just tried to build this with UE 4.15 and NoesisGUI-NativeSDK-1.3.0-rc2. With some patching I was able to get the project to build, but cannot get the UI to render correctly. Having looked at the code it appears that a chunk of it is auto generated from the noesisGUI source. Does this mean th...
by TomSmith
25 Apr 2016, 18:38
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

Hi, when will this be available to test roughly? I am looking forwards to finally having a good UI tech option in unreal.
by TomSmith
22 Mar 2016, 12:14
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

This is great progress. The one of the many issues with HTML5 based ui frameworks in UE4 is the hassle of maintaining code in an intermediate language when doing ui in blueprint. This has the potential of saving a lot of time/effort. Are you planning to surface the control classes in blueprint too? ...
by TomSmith
20 Nov 2014, 14:27
Forum: Official Announcements
Replies: 12
Views: 27497

Re: noesisGUI C# API

Thanks for this, its going to save a lot of time to be able to prototype in C#.

I only had a little time this morning to play with the demo, but it seems that resizing is behaving strangely, although I cant check the xaml for the demo so not sure if this is a xaml issue or a bug.
by TomSmith
31 Oct 2014, 19:21
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

once you have the RT and RTV you should be able to cache these and use them each frame. The RHI is designed to hide the implementation of the RHI from user code, this is so you could swap in ogl, dx etc and the user code should not know the difference. All you should have access to is the base FDyna...
by TomSmith
31 Oct 2014, 15:01
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

OK, you are thinking the problem is "how do I copy RT x to RT y", but I am thinking the problem is "why render to RT x when you really want the output rendered on RT y". There is no such thing as "binding" two render targets together, the closest thing you can do is mak...
by TomSmith
31 Oct 2014, 04:20
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

Hi Erio, Im not sure I understand what you mean by source view and target view. you have a set of draw calls (generated by noesis when you call its render function), and you want these to end up drawn in a single texture. If you bind a single color rendertarget, your texturerendertarget, and then ca...
by TomSmith
28 Oct 2014, 16:08
Forum: General Discussion
Replies: 82
Views: 46947

Re: NoesisGUI Unreal Engine 4 Plugin

Erio, How are you integrating noesis, have you extended the dx11 RHI to include functions for initialising and drawing noesis? If so you probably want a UTextureRenderTarget2D in your plugin (outside of the RHI), then use GetRenderTargetTexture to get the RHItexture2d, and pass this to your RHI func...
  • 1
  • 2