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- MF_Andreich
- Posts: 11
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[Unity] Scriptable render loop
Question to authors of Noesis GUI.
Do you have any plans about exposing some api for integrate into scriptable render loops?
Do you have any plans about exposing some api for integrate into scriptable render loops?
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sfernandez
Site Admin
- Posts: 2058
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Re: [Unity] Scriptable render loop
Could you please elaborate a bit more what you want to do and what do you expect from NoesisGUI API?
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- MF_Andreich
- Posts: 11
- Joined:
Re: [Unity] Scriptable render loop
Right now if I use SRP Unity not call any callbacks on cameras, not call post processing messages... In this case NoesisGUI not rendered at all.
Its will be nice if you give to users fot this situation some methods and instructions like:
1. You must call this before render.
2. Then you must call this after.
3. Issue this plugin event.
4. ...
Just for integration in custom render loop. Maybe it must be (I think its will be better) clear static api which get render loop context and target camera as params without components.
Sample:
Its will be nice if you give to users fot this situation some methods and instructions like:
1. You must call this before render.
2. Then you must call this after.
3. Issue this plugin event.
4. ...
Just for integration in custom render loop. Maybe it must be (I think its will be better) clear static api which get render loop context and target camera as params without components.
Sample:
Code: Select all
var view = SRPUtils.RegisterView(xaml);
///....
SRPUtils.PrepareToRender(view, renderContext);
///...
SRPUtils.RenderToTexture(view, renderContext, renderTarget);
///or
SRPUtils.RenderToCamera(view, renderContext, camera);
Re: [Unity] Scriptable render loop
There is a helper class (NoesisRenderer) that provides a bunch of methods for just rendering noesis without using NoesisView monobehavior. I think this is going in the direction you need. Could you please have a look at it? We are open to suggestion and changes to this part. Thanks!
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