Search found 57 matches
- 29 Oct 2016, 01:09
- Forum: Official Announcements
- Replies: 42
- Views: 21505
Re: NoesisGUI 1.3 BETA3
Thanks for the info, I will keep you updated.
- 29 Oct 2016, 00:45
- Forum: Official Announcements
- Replies: 42
- Views: 21505
Re: NoesisGUI 1.3 BETA3
Thank you!Support for activating linear space rendering (sRGB) in D3D11RenderDevice constructor.

- 19 Oct 2016, 11:55
- Forum: Official Announcements
- Replies: 42
- Views: 21505
Re: NoesisGUI 1.3 BETA2
Ah cool, thanks man.
- 18 Oct 2016, 15:23
- Forum: Official Announcements
- Replies: 42
- Views: 21505
Re: NoesisGUI 1.3 BETA2
Hey all,
This latest version looks amazing, I'm really looking forward to using it.
I've downloaded the managed SDK (I'm using C# in the Xenko engine) but I cannot find the D3D11 reference integration in the download, where can I find it?
Apologies if I've missed something obvious.
Thanks,
Mark
This latest version looks amazing, I'm really looking forward to using it.
I've downloaded the managed SDK (I'm using C# in the Xenko engine) but I cannot find the D3D11 reference integration in the download, where can I find it?
Apologies if I've missed something obvious.
Thanks,
Mark
- 11 May 2016, 12:28
- Forum: General Discussion
- Replies: 13
- Views: 4578
Re: Path/SVG quality using C# DX11 renderer
The 1.2.6 C# SDK release is fantastic, thank you. I managed to enable MSAA so didn't need PPA, but the release fixed all of my other issues. The integration on Noesis into the Xenko still needs a lot of work, I am using Gamma color space and it only support DX11, but it is good enough for me to work...
- 27 Apr 2016, 18:18
- Forum: General Discussion
- Replies: 13
- Views: 4578
Re: Path/SVG quality using C# DX11 renderer
Will do, thanks.
- 27 Apr 2016, 15:56
- Forum: General Discussion
- Replies: 13
- Views: 4578
Re: Path/SVG quality using C# DX11 renderer
Thanks.
How far behind is the current C# API release, compared to the current v1.2.5f11?
I am experiencing some exceptions using the C# API that were not occurring in Unity (using exactly the same XAML and code).
How far behind is the current C# API release, compared to the current v1.2.5f11?
I am experiencing some exceptions using the C# API that were not occurring in Unity (using exactly the same XAML and code).
- 21 Apr 2016, 10:56
- Forum: General Discussion
- Replies: 13
- Views: 4578
Re: Path/SVG quality using C# DX11 renderer
Cool, how do I enable PPA using the C# API?
- 21 Apr 2016, 10:21
- Forum: General Discussion
- Replies: 13
- Views: 4578
Re: Path/SVG quality using C# DX11 renderer
Xenko has MSAA disabled by default. I'm talking to the Xenko devs to find out how best to create a RenderTargetView in the engine (I also need this to correct the SRGB colour issue).
- 18 Apr 2016, 13:51
- Forum: General Discussion
- Replies: 13
- Views: 4578
Path/SVG quality using C# DX11 renderer
Hi, I have ported my game, and UIs built using Noesis, from Unity to Xenko. I am using a modified version of the Monogame wrapper (with the Noesis C# API), which uses the DirectX 11 renderer. I am having an issue though, the quality of the SVG paths in Xenko is very poor (it was "perfect" in Unity)....