Search found 3931 matches
- 03 Mar 2012, 21:32
- Forum: General Discussion
- Replies: 3
- Views: 5139
Re: PPAA Resolution Independence and Artifacts
Hmmm... the performance is good on the 8400M I am testing now. Anyway, the 9400M is inferior hw. Lot of optimizations are not integrated in this beta. The performance is going to be a lot better but anyway, could you tell me the fps you are getting on each MSAA (none,2,4,8,ppa) and Tess Quality(low,...
- 03 Mar 2012, 21:28
- Forum: General Discussion
- Replies: 3
- Views: 5411
Re: 8x, 16x MSAA Artifacts
We have added this bugs to the database. Thanks!
- 02 Mar 2012, 12:28
- Forum: General Discussion
- Replies: 3
- Views: 5139
Re: PPAA Resolution Independence and Artifacts
PPA is a work in progress in this beta. We are still evaluating other cheaper options to MSAA. The artifacts with the triangles are normal (it is a known bug), ant the problems with the zoom are inherent to that technique. We are experimenting with different options but for now MSAA is the better al...
- 02 Mar 2012, 12:24
- Forum: General Discussion
- Replies: 2
- Views: 4663
Re: Text Resolution Independence
Fonts are resolution independent, although glyphs are cached in textures. But you can zoom in/out and the text should adapt perfectly. The problem is that when a glyph is too big (more than 256 pixels) it should be rendered as triangles, but in this beta that change does not happen and you are proba...
- 02 Mar 2012, 12:18
- Forum: General Discussion
- Replies: 3
- Views: 5411
Re: 8x, 16x MSAA Artifacts
There are MSAA artifacts on some Intel cards but this issue seems to be different.
Do you see the problem in other samples? Do you have the latest drivers?
I have attached you a xaml, could you test it and tell me if the artifacts are still visible? we are unable to repro that bug.
Do you see the problem in other samples? Do you have the latest drivers?
I have attached you a xaml, could you test it and tell me if the artifacts are still visible? we are unable to repro that bug.
- 01 Mar 2012, 20:26
- Forum: General Discussion
- Replies: 58
- Views: 28651
Re: OGRE Renderer
Yes, it should be possible. There are two alternatives for this: By using render to texture of the GUI and applying that texture to a object part of the scene By using 3d projection (usually referred as 2.5D projection) of the GUi. There is a sample in the SDK showing that effect. I understand that ...
- 01 Mar 2012, 20:22
- Forum: General Discussion
- Replies: 6
- Views: 4510
Re: Other Platforms
Hi, NoesisGui v1.0 will work in the following platforms: Windows DirectX9 Android OpenGL ES 2.0 IOS OpenGL ES 2.0 Unity Apart from that, the Ogre version is being developed in parallel with the help of the community. In the roadmap we have DX11 and 64 bits version, but for now, they are out of the v...
- 28 Feb 2012, 16:16
- Forum: General Discussion
- Replies: 58
- Views: 28651
Re: OGRE Renderer
@mario44 NoesisGui always output triangles that need to be rendered by a gpu. In fact, those triangles can be oriented in 3d. For noesisgui, the renderer is a blackbox (behind the IRenderSystem interface). For this first beta, there is only a rendersystem implementation: directx9. For Ogre the idea ...
- 28 Feb 2012, 01:00
- Forum: General Discussion
- Replies: 58
- Views: 28651
Re: OGRE Renderer
Hi! Fabulous work people! I think we could prepare a decent GUI panel for that demo. Tell us what do you need for the demo and we will design it in xaml. Although NoesisGui is going to be free for non-commercial projects, please, for now, do not publish anything related to NoesisGui outside these fo...
- 23 Feb 2012, 14:20
- Forum: General Discussion
- Replies: 58
- Views: 28651
Re: OGRE Renderer
Hi! I prefer that the repository is made private for now because the beta is private. Anyway, any ogre developer is welcome here and we will create accounts for anybody wanting to help us. About the purple background... are you sure the picture you attached is right? I don't see that background. :) ...