Search found 19 matches

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by mdube
26 Aug 2020, 15:33
Forum: General Discussion
Replies: 4
Views: 701

Re: Emoji on android

Thanks, I got it to work and it seems the magic is in the #. By prefixing with # it now works both on android and windows, either inline or with GUI::SetFontFallbacks, without #, thats a no go on android. Now, time to get myself educated on that #. Thanks for the help.
by mdube
26 Aug 2020, 15:01
Forum: General Discussion
Replies: 4
Views: 701

Re: Emoji on android

This is what I have, I'll try your code. <TextBlock Foreground="White" FontSize="16" FontFamily="Twemoji Mozilla" HorizontalAlignment="Center" VerticalAlignment="Bottom">😀</TextBlock> I'm not seeing any log message, on android, about Noesis loading t...
by mdube
26 Aug 2020, 04:58
Forum: General Discussion
Replies: 4
Views: 701

Emoji on android

Hi, I'm trying to have emoji rendered by setting 'TwemojiMozilla.ttf' as a fallback font. On Windows I get the proper result. The font is loaded and used when needed. On android, I always get the crossed box placeholder. Is there any current known issue regarding emoji fonts on android? I'm using No...
by mdube
25 Aug 2020, 15:11
Forum: General Discussion
Replies: 4
Views: 1016

Re: Metal (MTLRenderDevice) integration

I had to make some modifications to the engine and in their current form, those changes, for sure, wouldn't make the cut as a pull request. I may revisit this and try to refactor, but as I encountered a few things that should also be cleaned in the engine itself, this is becoming a huge task for som...
by mdube
23 Aug 2020, 20:44
Forum: General Discussion
Replies: 4
Views: 1016

Re: Metal (MTLRenderDevice) integration

I was finally able to make it work. Bottom line is you guys at Noesis thought about everything. I found the proper usage for all MTLFactory methods and with some modifications to the engine we use (cocos2d-x), I was finally able to hook everything together. If someone ever starts the same quest, let...
by mdube
23 Aug 2020, 00:08
Forum: General Discussion
Replies: 4
Views: 1016

Metal (MTLRenderDevice) integration

Hi, We have been successfully using the GLRenderDevice with our own OpenGL context (thus not using GLRenderContext), by following documentation and calling the various methods and taking care of saving/restore gpu states where appropriate. Ending with something like: void NoesisGUINode::update(float...
by mdube
21 Aug 2020, 18:58
Forum: General Discussion
Replies: 1
Views: 455

TabControl in TabControl alignment issue

When upgrading from 2.2.4 to 3.0.4 our pages where we have nested TabControls started to show alignment issues. I was able to simplify to this, where I have two nested tab controls, with tabs (that should be) positioned to the right. <Grid xmlns="http://schemas.microsoft.com/winfx/2006/xaml/pre...
by mdube
16 Aug 2020, 23:20
Forum: General Discussion
Replies: 1
Views: 1197

Previous versions download

Hi, I'd like to upgrade from 2.2.4 to 2.2.6 but all download links I can find lead to 3.0.4. I tried to upgrade to 3.0.4 but I'm having some xaml not rendering properly. They are fine when running in blend, but in our game, using c++ integration, they have errors, so until I have time to fill a bug ...
by mdube
23 Aug 2019, 13:20
Forum: General Discussion
Replies: 2
Views: 1480

Re: Licensing Changes and Cost

Hi! The original option to license for a single project based on budget is still there. But we also added the option to license per seat for unlimited projects. Anyway, we are quite flexible about options and we are open to find the best compromise in each case. We do not talk about numbers here so...
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