Search found 119 matches

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by nokola
14 Dec 2017, 06:03
Forum: General Discussion
Topic: Strange font rendering problem.
Replies: 3
Views: 61

Re: Strange font rendering problem.

Just noticed this post. Might be similar issue to what I'm seeing with fonts in beta 10:
http://www.noesisengine.com/forums/viewtopic.php?f=3&t=1170&p=7265#p7265
by nokola
14 Dec 2017, 06:01
Forum: General Discussion
Topic: BETA: NoesisGUI v2.1.0b10 (Unity, C++)
Replies: 40
Views: 2239

Re: BETA: NoesisGUI v2.1.0b10 (Unity, C++)

Thanks for the update. Just tried beta10, noticed an issue: DynamicResource-s no longer resolve: Setup in ApplicationResources: <FontFamily x:Key="PhoneFontFamilyNormal">Fonts/#Roboto Regular</FontFamily> <Style x:Key="appBarTextStyle" TargetType="TextBlock"> <Setter Property="FontFamily" Value="{Dy...
by nokola
09 Dec 2017, 05:18
Forum: General Discussion
Topic: BETA: NoesisGUI v2.1.0b10 (Unity, C++)
Replies: 40
Views: 2239

Re: BETA: NoesisGUI v2.1.0b10 (Unity, C++)

Wohoo!! Awesome re: system fonts. We were thinking how to implement Chinese and many other languages (Google's Noto font size is ~1GB!!.) With system font support will be much easier! Not sure how it will work on Android yet.. :)
by nokola
23 Nov 2017, 19:51
Forum: General Discussion
Topic: Best way to implement rubberband (bounce) scrollviewer effect?
Replies: 2
Views: 160

Re: Best way to implement rubberband (bounce) scrollviewer effect?

Good to know, thanks! I'll try #1for now (with global event handler and VisualTreeHelper.HitTest(..) similar to how I did the TiltEffect) and eventually move to #3.
by nokola
23 Nov 2017, 19:46
Forum: General Discussion
Topic: Rendering errors for nested objects
Replies: 17
Views: 395

Re: Rendering errors for nested objects

I got the test version with non-half floats - works! No more rendering artifacts here! :)
I suspect textures nearby were "leaking" in the opacity rendertexture that Noesis uses internally with half floats.
by nokola
22 Nov 2017, 10:21
Forum: General Discussion
Topic: Best way to implement rubberband (bounce) scrollviewer effect?
Replies: 2
Views: 160

Best way to implement rubberband (bounce) scrollviewer effect?

Trying to implement a scroll effect like this (WP): https://www.youtube.com/watch?v=ymtCIwi42Zk Once you scroll to the top, and keep dragging, the ScrollViewer scales to be "squished" and snaps back once you release your finger. iOS has similar behavior, except for no squishing. What is the best way...
by nokola
22 Nov 2017, 09:41
Forum: General Discussion
Topic: ScrollViewer touch events on iOS not firing
Replies: 18
Views: 2497

Re: ScrollViewer touch events on iOS not firing

I think the Trello post 1. "Manipulation and Touch events should be handled independently. " summarizes the fix for my scenario. We have two scenarios: 1. Have a tilt control effect like this video: https://www.youtube.com/watch?v=1z7N4yRxxI0 Controls are inside ScrollViewer. Since touch is handled ...
by nokola
21 Nov 2017, 17:30
Forum: General Discussion
Topic: Rendering errors for nested objects
Replies: 17
Views: 395

Re: Rendering errors for nested objects

Confirmed that if I change from having Opacity < 1 to Opacity == 1 and a half-transparent brush instead, the artifacts disappear. Note: can't use in all cases, sometimes I want the opacity to apply (e.g. for dimming out images / full button face)
by nokola
21 Nov 2017, 04:23
Forum: General Discussion
Topic: ScrollViewer touch events on iOS not firing
Replies: 18
Views: 2497

Re: ScrollViewer touch events on iOS not firing

Just to close on this, since I found a workaround.
I feed the Unity touchdown/move/up events to my own code that uses VisualTreeHelper.HitTest() to determine which control is hit, effectively bypassing Noesis event handling.
Once there is UWP-style handling may try using the PointerXX events.
by nokola
21 Nov 2017, 04:19
Forum: General Discussion
Topic: Rendering errors for nested objects
Replies: 17
Views: 395

Re: Rendering errors for nested objects

Just noticed that the ghost lines seem to change based on what UI is elsewhere on the screen. Perhaps the UI is rendered too close in an off-screen texture atlas and "leaks" into adjacent UI? A 1 or 2-pixel transparent border around UI would fix it in such case. Just a guess. Here' s a screenshot of...
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