ScrollViewer Cut Render Problem (Unity)
A new Day a new problem

The ScrollViewer does not cut correctly, so the inner elments go outside and toggle visibility.
Target: 3D Mesh Render Texture


The ScrollViewer does not cut correctly, so the inner elments go outside and toggle visibility.
Target: 3D Mesh Render Texture
Code: Select all
<UserControl x:Class="Assets.MyResources.UI.TestControl1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="clr-namespace:Assets.MyResources.UI"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid Background="AliceBlue">
<Grid.RowDefinitions>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
</Grid.RowDefinitions>
<TextBlock Grid.Row="0" Text="Test"></TextBlock>
<ScrollViewer Grid.Row="2" HorizontalScrollBarVisibility="Disabled" VerticalScrollBarVisibility="Auto">
<StackPanel>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
<Button Content="Test"></Button>
</StackPanel>
</ScrollViewer>
</Grid>
</UserControl>
Re: ScrollViewer Cut Render Problem (Unity)
We need a stencil surface to apply masking. Did you create that render target with the option "At least 24 bits depth (with stencil)" ?
Re: ScrollViewer Cut Render Problem (Unity)
AAAAAAAAAAAAHHHHHH
It works with with stencil. Thanks
I always used 0 depth. My thought was that a flat UI does not need a depth buffer.


I always used 0 depth. My thought was that a flat UI does not need a depth buffer.
Re: ScrollViewer Cut Render Problem (Unity)
I am checking right now, and this is properly documented in the tutorial:
"For masking, NoesisGUI needs an active stencil buffer. This can be activated in Unity by selecting a 24-bits Depth Buffer".
So, closing this! Thanks for your feedback.
"For masking, NoesisGUI needs an active stencil buffer. This can be activated in Unity by selecting a 24-bits Depth Buffer".
So, closing this! Thanks for your feedback.
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