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Is NoesisGUI Compatible with DirectX 9 for GTA San Andreas Mods?
Hello admin and everyone,
I’m looking into using NoesisGUI to create and integrate a custom UI/UX system for my GTA San Andreas mod. Before I start working with it, I’d like to clarify something about the rendering requirements.
GTA San Andreas uses DirectX 9, so I’m wondering whether NoesisGUI can be integrated with a Direct3D 9 renderer. Is there an existing rendering approach or integration method that would allow NoesisGUI to work with a DX9-based game?
I’d appreciate any advice or examples from anyone who has experience integrating NoesisGUI with older DirectX versions or game mods.
Thanks!
I’m looking into using NoesisGUI to create and integrate a custom UI/UX system for my GTA San Andreas mod. Before I start working with it, I’d like to clarify something about the rendering requirements.
GTA San Andreas uses DirectX 9, so I’m wondering whether NoesisGUI can be integrated with a Direct3D 9 renderer. Is there an existing rendering approach or integration method that would allow NoesisGUI to work with a DX9-based game?
I’d appreciate any advice or examples from anyone who has experience integrating NoesisGUI with older DirectX versions or game mods.
Thanks!
Re: Is NoesisGUI Compatible with DirectX 9 for GTA San Andreas Mods?
Hi,
NoesisGUI is both operating-system and renderer agnostic, so it can be integrated with virtually any rendering backend by implementing your own renderer.
We provide several reference renderer implementations that you can use as a starting point, including Direct3D 11 and Direct3D 12. We don't currently provide a Direct3D 9 implementation, so for GTA San Andreas you would need to implement that backend yourself.
That said, it should be relatively straightforward to implement, especially nowadays with the help of AI coding tools. I would recommend taking our D3D11 renderer as the main reference and adapting the relevant concepts and API calls to D3D9.
Hope this helps!
NoesisGUI is both operating-system and renderer agnostic, so it can be integrated with virtually any rendering backend by implementing your own renderer.
We provide several reference renderer implementations that you can use as a starting point, including Direct3D 11 and Direct3D 12. We don't currently provide a Direct3D 9 implementation, so for GTA San Andreas you would need to implement that backend yourself.
That said, it should be relatively straightforward to implement, especially nowadays with the help of AI coding tools. I would recommend taking our D3D11 renderer as the main reference and adapting the relevant concepts and API calls to D3D9.
Hope this helps!
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