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  1. Hi everyone, I'm having quite a problem with the integration of Noesis Gui, a UI framework. Here is how it works in a DirectX11 application (it's very similar in OpenGL): Initialize the NoesisGui object and update it each frame (no problem with that) At render time:Set the RenderTargetView Pass a draw call to the NoesisGui object The NoesisGui framework will then render on top of the RenderTargetView, which can be the backbuffer (for HUD elements) or another texture. It is especially usefull to draw UI in 3D scene (in a Unigine::ObjectGui fashion): the texture can be used as ShaderResourceView to texture a mesh. My problem is that I cannot find a correct way to pass that ShaderResourceView to Unigine in order to use it in a 3D scene. I've found this post, showing the integration of Coherent UI but what it does is copying the UI element texture twice so that it can be used as Unigine::Image2D by the engine. That seems dramatically sub-optimal to me and I was hoping I overlooked some part of the documentation that would prevent such manipulation. Is there a better way to perform what I'm trying to achieve? Thanks,
  2. Hi all, Recently viewing Ogre3D news I saw its new add-on, it's Noesis GUI, a very interesting GUI system based on XAML. It's close to its first public release. Looks like actually it only renders using DirectX 9, but it's designed to be multiplatform, and they have almost finished Unity3D integration. One of the main advantages I see is to be able to design user interfaces with applications like Microsoft Expression Blend as a GUI Editor. I know that Unigine Team has put a lot of effort in its own Gui system and Flash, but maybe you can find interesting to, some day, integrate Noesis GUI in Unigine. What are your opinions?
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