Search found 3897 matches
- 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!
Thanks for the feedback!
- 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...
- 26 Feb 2024, 13:42
- Forum: General Discussion
- Replies: 10
- Views: 1244
Re: Apple Vision Pro Support
Could you create a ticket similar to #2988 but for visionOS? I will try to provide an experimenal core library.You can't use NoesisGUI natively on the Vision Pro yet. They have not released NoesisGUI library compiled for visionOS.
- 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...
- 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.
As you said, you can achieve something similar playing with the Margin property.
- 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...
- 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.
The JS layer is minimal, this is something you need to extend in case you need it.
- 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...
- 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...
- 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.
This will be also the same once the Studio is released.