Search found 19 matches
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...