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by elecman
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...
by elecman
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...
by elecman
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/...
by elecman
31 Oct 2016, 18:03
Forum: General Discussion
Replies: 7
Views: 2802

Re: Render on demand

Yes, that makes sense. Thanks!
by elecman
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?
by elecman
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?
by elecman
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 :-)
by elecman
17 Jul 2015, 16:00
Forum: General Discussion
Replies: 2
Views: 2459

Re: RenderTransform read and write

Ah, the Transform2.Rot() function surely helps :-)
by elecman
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.
by elecman
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...
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