Search found 3897 matches

by jsantos
26 Feb 2024, 13:47
Forum: General Discussion
Replies: 4
Views: 90

Re: Text glyph blur when text size is very large

Yes, there are plans to implement Multi-Channel Signed Distance Fields after first release of the Studio.

Thanks for the feedback!
by jsantos
26 Feb 2024, 13:46
Forum: General Discussion
Replies: 5
Views: 108

Re: Different matrices in native and managed builds

Yes, the internal matrix only changes with the dimensions of the view. void VGLContext::SetViewport(const Rect& rect, bool flipY) { mViewport = rect; mViewportFlipY = flipY; if (IsZero(rect.width) || IsZero(rect.height)) { mBias = Matrix4::Identity(); } else { float sx = 2.0f / rect.width; float...
by jsantos
26 Feb 2024, 13:42
Forum: General Discussion
Replies: 10
Views: 1244

Re: Apple Vision Pro Support

You can't use NoesisGUI natively on the Vision Pro yet. They have not released NoesisGUI library compiled for visionOS.
Could you create a ticket similar to #2988 but for visionOS? I will try to provide an experimenal core library.
by jsantos
26 Feb 2024, 13:33
Forum: General Discussion
Replies: 6
Views: 308

Re: Questions about Noesis (non-technical)

Hello! We have plans to release the first beta of the studio before GDC (March 18th) and after that, more betas will be rolling during this year. These are going to be private versions available only to paying customers. Changes are also coming to our licenses, we received a lot of feedback during t...
by jsantos
21 Feb 2024, 19:12
Forum: General Discussion
Replies: 2
Views: 77

Re: [Enhancement] Text Extensions. TextBlock Vertical Trim

This is a very interesting feature. Could you please create a ticket for this?

As you said, you can achieve something similar playing with the Margin property.

by jsantos
21 Feb 2024, 18:42
Forum: General Discussion
Replies: 2
Views: 70

Re: The font does not apply when Build and run the project.

System fonts have that problem. If you are going to use them, we recommend using a fallback list (for example setting FontFamily="Arial,Tahoma" to make sure they are picked in the expected order. By default (in NoesisUnity.cs) we have these global defaults: if (Noesis.Platform.ID == Noesis...
by jsantos
19 Feb 2024, 14:45
Forum: General Discussion
Replies: 1
Views: 76

Re: Using Noesis on WebGL without Unity

The C++ SDK comes with WebGL support. The examples can be built following the Getting Started steps.

The JS layer is minimal, this is something you need to extend in case you need it.
by jsantos
16 Feb 2024, 10:50
Forum: General Discussion
Replies: 5
Views: 108

Re: Different matrices in native and managed builds

Oh, thank you, I see the difference now. The .Net DeviceCaps does not have these two: Yes, sorry about that. Fixed here. Please add the following at the end of the C# struct /// <summary>Indicates whether the device clip space depth values range from 0 to 1</summary> [MarshalAs(UnmanagedType.U1)] p...
by jsantos
15 Feb 2024, 19:07
Forum: General Discussion
Replies: 5
Views: 108

Re: Different matrices in native and managed builds

Although the projection matrix should be always the same for all renderers, a renderer can activate certain flags to change this: struct DeviceCaps { // Offset in pixel units from top-left corner to center of pixel float centerPixelOffset = 0.0f; // When this flag is enabled the device works in 'Lin...
by jsantos
15 Feb 2024, 19:01
Forum: General Discussion
Replies: 5
Views: 114

Re: To test the created prototype without connecting with Unity Engine

Yes, all our examples come with a Blend project that can be built and executed.

This will be also the same once the Studio is released.