Integration breaks existing rendering but renders Noesis elements just fine
Posted: 14 Jul 2020, 19:58
I have a rendering loop working just fine for my game, but after following the steps in the integration guide, I end up with a couple of interesting problems:
In case it matters, I'm using GLFW for window handling.
- If I merely initialize the Noesis view's renderer, all of my renders stop working, whether or not actually update and render any of the frame-by-frame UI commands.
- The Noesis elements are rendering just fine.
- In RenderDoc, the first frame I render looks somewhat normal, but the call to SwapBuffers doesn't reflect that (and it's only the first frame).
In case it matters, I'm using GLFW for window handling.