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Godot Engine windows (both the main window, and other windows created after startup) may be rendered into surfaces provided by the host process.
Currently only implemented for Apple platforms.
To allow for embedding the Godot UI into a host process the host process needs to be able to pass the necessary data about a native surface where Godot may render its contents. The form of this native surface is entirely platform and rendering backend specific.
Is it possible now to have the c# version to create the SAME sample .net program as that of the only Apple platform demo?
This allows you to host DirectX 10 and DirectX 11 content within WPF applications.
With this library, you can create a D3D11Image control in your XAML, which acts as a surface for rendering DirectX content.
Unfortunately, WPF DirectX Extensions currently only supports Direct3D 11, but the principles are similar for Direct3D 12.
You can find the library on GitHub and use NuGet packages to get started1.
The text was updated successfully, but these errors were encountered:
This is WIP request for embedding Godot UI for Windows
Direct3D 12 surface rendering (Godot4 already support Direct3D 12 rendering)
WPF DirectX Extensions
The text was updated successfully, but these errors were encountered: