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"Native" Monogame renderer

Posted: 29 Sep 2023, 21:41
by Manox
Hi all, I want you to introduce my small "native" Noesis renderer library. I found some Noesis integration samples, but only for the WindowsDX platform. This solution brings Noesis theoretically to all MonoGame-supported platforms. The library is still under development, the majority of the functionality is complete, and it is working in my game without any issues. The project license is MIT, and I am very open to any cooperation on future development. https://github.com/ManoxCZ/Noesis.Monogame

Re: "Native" Monogame renderer

Posted: 02 Oct 2023, 19:22
by jsantos
Awesome work! I have added it to the Unofficial Integrations sticky post.

We have plans to create a document about the important things to take into account when implementing a new renderer. For example, it is highly recommended that MapVertices and MapIndices directly allocate from GPU memory.

Happy to have a quick call with you to discuss about these details.

Re: "Native" Monogame renderer

Posted: 03 Oct 2023, 11:03
by Manox
Hi, yes, we can make a call, write me please at *******@******.**

Re: "Native" Monogame renderer

Posted: 04 Oct 2023, 11:31
by ttermeer-reboundcg
Very nice!

Re: "Native" Monogame renderer

Posted: 07 Feb 2024, 21:48
by Kwayzu
I was wondering if you've had any luck with getting this to work with spriteBatch.draw? I've been working on using noesis as well and it works perfect when i use effects and loop through them using pass.apply() but whenever I try using spritebatch.draw before rendering noesis the screen is black for a second then crashes

Re: "Native" Monogame renderer

Posted: 02 Mar 2024, 08:41
by Manox
Hi, I did not test it with SpriteBatch, I do not need it.

BTW, I ported my game on Linux and it is working with Noesis :-)

Image

Re: "Native" Monogame renderer

Posted: 17 Mar 2024, 09:52
by Kwayzu
A fellow Linux user, I knew I had a good feeling about you haha. Your game looks great btw.