Search found 188 matches
- 19 Jan 2016, 19:02
- Forum: General Discussion
- Replies: 8
- Views: 3880
Re: How to avoid unnecessary full screen redraws on Unity?
1. You know when a where to render your texture. 2. NoesisGUI only updates the parts of the screen that really changes. No updates if no changes. We will need a mechanism to inform about the dirty rectangles in the textures that you are using... I think this is a great idea! It could be done with s...
- 19 Jan 2016, 01:17
- Forum: General Discussion
- Replies: 8
- Views: 3880
Re: How to avoid unnecessary full screen redraws on Unity?
Could you evaluate the impact in the battery between copying all the texture and copying only a small sub-rectangle? Short answer: No, however I will make those tests and update you. Once I have my first alpha released in a month or so, I'll have a better view of performance in the real-world. More...
- 15 Jan 2016, 17:43
- Forum: General Discussion
- Replies: 8
- Views: 3880
Re: How to avoid unnecessary full screen redraws on Unity?
Yes, no-redraw camera is supported scenario. It's in the docs and I've been working with it on Android for the last few months. The solution you mention will not work without an extra step that renders the Noesis dirty rectangles on screen too. Here is an example screen that won't work. This is the ...
- 15 Jan 2016, 01:01
- Forum: General Discussion
- Replies: 8
- Views: 3880
How to avoid unnecessary full screen redraws on Unity?
I currently have this setup for a mobile painting app in Unity: 1. Screen texture (e.g. 1280x720), Image texture (e.g. 2000x2000), noesis renderer to screen 2. A camera that never deletes the screen, I only redraw changes This is what happens when the user paints: OnPaint: 1. Calculate dirty rects (...
- 07 Nov 2015, 19:41
- Forum: General Discussion
- Replies: 6
- Views: 2829
Re: Text brush with Noesis
Yes, I agree with "cannot assume that the background is preserved", however the system should allow the option of using the screen render texture as the target render texture for Noesis. In a similar fashion like we set the rendertexture to null in the Camera class. This way apps that want...
- 31 Oct 2015, 00:24
- Forum: General Discussion
- Replies: 6
- Views: 2829
Re: Text brush with Noesis
And thank you for the reply! I know Noesis team is busy with the new version!
- 31 Oct 2015, 00:23
- Forum: General Discussion
- Replies: 6
- Views: 2829
Re: Text brush with Noesis
Invalidating regions will be great! (top priority for me personally) In my case, Unity does not clear the screen at all. I have a painting app and I set the camera to not clear anything, then I accumulate paint and only redraw changes to the scene (rectangles where painted.) Having Noesis redraw eve...
- 23 Oct 2015, 18:04
- Forum: General Discussion
- Replies: 6
- Views: 2829
Text brush with Noesis
I wonder if I can easily do something like this with Noesis, it will be very cool: http://codepen.io/tholman/pen/qCnfB How would I approach it? e.g. should I paint to texture? How to make noesis just render something *once*?