Search found 90 matches
- 20 Oct 2017, 01:38
- Forum: General Discussion
- Replies: 3
- Views: 1559
Culling performance
If a mesh with a NoesisView component is not in view (frustum culled), does it stop rendering, and if not, how do I do that manually? Also, if there are elements on a canvas which are outside of the main canvas area (shifted to the side by code), do they use any GPU/CPU time, and if so, how do I pre...
- 19 Oct 2017, 11:31
- Forum: General Discussion
- Replies: 5
- Views: 1595
Unity crash
When using Unity 217.1.0f3 and NoesisGUI 2.1.0b4, Unity crashes when entering play mode. To reproduce: -Add a quad primitive to the scene. -Add a NoesisView component to the quad. -Add an xaml asset to the NoesisView component. -Press play. Unity will crash without warning. It works correctly if a m...
- 19 Oct 2017, 11:22
- Forum: General Discussion
- Replies: 9
- Views: 2446
Documentation incorrect
This page here refers to the NoesisGUIPanel class, but that is not available anymore. http://www.noesisengine.com/docs/Gui.Core.ImagesTutorial.html Also, at the page below the usage of MatrixTransform is incorrect. transform = (MatrixTransform)rectangle.RenderTransform; https://www.noesisengine.com/...
- 31 Oct 2016, 18:03
- Forum: General Discussion
- Replies: 7
- Views: 2802
Re: Render on demand
Yes, that makes sense. Thanks!
- 29 Oct 2016, 01:13
- Forum: General Discussion
- Replies: 7
- Views: 2802
Re: Render on demand
I use Unity, using a render-texture in order to render to virtual "displays" in the scene.
But if I disable the object, the virtual screen will disappear as well, which kind of defeats the purpose. Or am I missing something?
But if I disable the object, the virtual screen will disappear as well, which kind of defeats the purpose. Or am I missing something?
- 28 Oct 2016, 02:03
- Forum: General Discussion
- Replies: 7
- Views: 2802
Render on demand
I haven't looked at Noesis GUI for a while so excuse me if this is old news, but is it possible now to render on demand? So instead of wasting battery/CPU/GPU time, only render when something has changed?
- 17 Jul 2015, 16:02
- Forum: General Discussion
- Replies: 3
- Views: 2174
Re: dynamic lines
The strokes for all segments are the same, so I will go with the StreamGeometry.
Thanks for the suggestion
Thanks for the suggestion
- 17 Jul 2015, 16:00
- Forum: General Discussion
- Replies: 2
- Views: 2459
Re: RenderTransform read and write
Ah, the Transform2.Rot() function surely helps
- 17 Jul 2015, 15:49
- Forum: General Discussion
- Replies: 4
- Views: 2938
Re: Set Data of path in code
Thanks. Will file a bug report for the crash.
Edit:
Can not reproduce now... Strange.
Edit:
Can not reproduce now... Strange.
- 17 Jul 2015, 12:21
- Forum: General Discussion
- Replies: 4
- Views: 2938
Re: Set Data of path in code
I managed to do this with StreamGeometry instead. There still might be a bug though, as I don't think it should crash. Here is the new working code: using UnityEngine; using System.Collections; using Noesis; public class ND : MonoBehaviour { StreamGeometry streamGeometry; float point0 = 0; void Star...