AltSoftLab

Be Individuality - Choose Alternative ©

AltSketch Irrlicht QuickFont AltSketch Irrlicht SVG AltSketch Irrlicht Vector Text AltSketch NeoAxis Accord Face Detection and Vector Text Transformation AltSketch NeoAxis Pie Chart AltSketch NeoAxis GMap.NET and CombinedGeometry AltSketch NeoAxis HTML Renderer AltSketch NeoAxis OxyPlot and Vector Graphics Transformations AltSketch NeoAxis NPlot and SVG AltSketch NeoAxis NPlot and Clipper AltSketch Irrlicht GUI Control AltSketch Irrlicht ExtBrush AltSketch NeoAxis ExtBrush

AltSketch on Facebook

AltSketch on Twitter

AltSketch Silverlight Demo

AltSketch on YouTube

 

AltSketch SDK includes many Integration Demos with a wide variety GUI-s & Frameworks:

AltSketch UnityWindows Phone Android (MonoDroid) iOS (MonoTouch) AltSketch Microsoft Silverlight XNA MonoGame OGRE Axiom AltSketch NeoAxis 3D Engine AltSketch Irrlicht 3D Engine AltSketch Windows Forms AltSketch Windows Presentation Foundation (WPF) Mono GTK (the GIMP Toolkit) Qt wxWidgets Cross-Platform GUI Library SDL - Simple DirectMedia Layer AltSketch Awesomium Web Browser

AltGUI 1.00 - Alexandra 

Just Draw It!

Unity

Hi AltSoftLab Community!

AltSoftLab Team is pleased to present our AltGUI Framework based (and included in AltGUI SDK) on the AltSketch Vector Graphics Library with integrations into new Unity UI & NGUI as independent powerful controls. So now you can forget about font atlases, vertex and texture buffers and too much complicated mathematics! Just Draw your controls with pens & brushes! Make control updates (redrawing) only when it's realy needs (not every frame)! Use a wide variety of powerful libraries (HTML, SVG, Chart/Plot, advanced Text Editors, interactive GIS with trackings, Geometry Transformations, etc.) that already exists in AltGUI SDK & create/port the new ones! And the one of the main features of AltGUI is: you can create AltGUI Control once and use it without any modifications and adaptations in new Unity UI & NGUI! All AltGUI functionality can be used in new Unity UI & NGUI without any modifications! Also you can create and test AltGUI controls without Unity Editor as separate application (because AltGUI Core is not depends on any integration and backend UI) and then use it in Unity. And of course you can use AltNETType (our port to .NET of FreeType font engine - you can no more to care about native FreeType libraries on different platforms) dirrectly on the fly creating all characters of TrueType fonts of any language and any glyph variety; native formats image load/save and transform operations; ZIP-ed virtual file storage; and many more other features. Please look down into more details.

AltGUI Full SDK is already available on AltSoftLabAltGUI Unity SDK will be available soon on Unity Asset Store. Unity SDK is a subset of Full SDK, but has the same pricing. AltGUI Full SDK is available on private GitHub and can be upgraded more often and quickly (not requires Unity Asset Review). If you prefer to have not only Unity Integration or you want to use AltGUI SDK directly (not as Unity application) on Silverlight, Mobile platforms, another graphics engines or just in target .NET 4.0, it’s recommended to buy AltGUI Full SDK. Please look more into differences of Unity and Full SDK on AltSoftLabDevelopers who alredy have AltSketch SDK can upgrade licenses to AltGUI Full SDK on AltSoftLab.

AltGUI Demo contains hundreds of examples of AltGUI & AltSketch in different ways of uses. There are several Unity Web Demos on AltSoftLab representing AltGUI features:

  • AltGUI Unity UI Integration Web Demo
  • AltGUI NGUI Integration Web Demo
  • AltGUI Native Web Demo

Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

 

AltGUI & AltSketch DESCRIPTION:

AltGUI & AltSketch are pure C# CLS compliant 100% managed .NET 2.0 Subset (PCL .NET 4.0 version of assemblies are available only in AltGUI Full SDK), without unsafe blocks GUI Framework and Vector Graphics Library with Software and Hardware Render Backends for Games, Scientific Applications & other uses of Computer Graphics. All core functionality collected in two lightweight libraries AltSketch.dll and AltGUI.dll. It depends only on System assembly and has own Alt.Data & Alt.Xml multiplatform realizations.

AltSketch has System.Drawing like program interface and Software & Hardware Render Backends (solid and texure AA visual data triangulation), contains a subsystem AltNETType - port of wonderful font rendering library Freetype (not need any predefined font atlases with limited chars amount/size/style) and subsystem AltNETImage for Image manipulations (loading, saving, transformations). With AltSketch you can load any fonts or images in a popular graphic formats on the fly just from files, streams, buffers, etc. Using AltSketch you can draw Graphics with Brushes and Pens like you do it with any drawing library. As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process.

AltSketch Unity Hardware Backend uses only very simple Unity API (not requires FSAA for anti-aliasing, no special shaders, etc.). Also Software Render (used by default) absolutely multiplatform and doesn't depend on any Unity API.

AltGUI has a Virtual File System support with Zip containers for resources loading. All AltGUI functionality & extensions works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).

AltGUI – Unity UI & NGUI integrated Professional GUI Framework with Windows Forms like API and hundreds of controls. With AltGUI you can develop, use and distribute controls for Unity UI and NGUI (and native AltGUI and AltOS) applications without any differences per each GUI (yours receivers just must have AltGUI SDK). With AltGUI you no more need any specific not flexible and hard coded operations with vertex and texture buffers/objects – just draw your controls with pens, brushes, fonts, boolean geometries, etc. with the single API like it processed with System.Drawing in Windows Forms or draw funcs and shapes in WPF. AltGUI can be used directly without any other GUI (useful in developing process). AltGUI controls can be used in Unity UI or NGUI like Windows Forms controls can be used in WPF or WPF controls can be used in Windows Forms. Using AltGUI you can create professional applications with powerful UI.

Because AltGUI has Windows.Forms like API and functionality (in conjunction with AltSketch that is similar to System.Drawing) it's easy to understand it and port to AltGUI a wide variety of useful libraries and solutions.

AltGUI SDK includes wide variety of extensions: ported to AltGUI popular libraries (GUI, Plot, GIS, Computer Science, Physics, Graphics etc.):

  • HTML Renderer
  • ICSharpCode TextEditor
  • SVG.NET
  • GMap.NET
  • NPlot
  • OxyPlot
  • PieChart
  • ZedGraph
  • PDFsharp
  • Box2D
  • Farseer Physics
  • AForge.NET
  • Gwen GUI
  • etc.

 

HOW TO:

Okay, do you want to know how it's possible to create AltGUI controls usable for Unity UI and NGUI and so on? Let's go.

Unity UI & NGUI have 2 major UI elements:

  • AltSketch Paint
  • AltGUI Control Host

AltSketch Paint is the base drawing visual control. It makes all for the drawing process and can be used dirrectly as separated UI Element. There are 2 major parameters for it:

  • Max FPS - defines maximum refresh calls per second. For invalidating AltSketch Paint you must to call its function Invalidate(). Without this call AltSketch Paint will redraw only on start or when it resized. But if you call Invalidate() on every Update, it will redraw self no more then MaxFPS times per second. So you can call Invalidate so often, as you want - it invalidates not often than MaxFPS times per second. It's useful for the most UI controls, because it's state changes not so often, but can contain many drawing operations. By default we set this parapeter to 60 fps (just the middle of 30 and 120). You can change it to any other value per control.

AltSketch Paint Unity Editor Properties

  • Render Type - Software or Hardware. As you could understand we use buffered graphics for controls. You can draw any compound graphics with just 1 draw call per frame. All control render makes to a Texture. In Unity AltSketch can render in 2 ways: Software rendering to Texture2D using AltSketch powerful and fast internal Software render, or Hardware rendering to RenderTexture. Software Render in many cases faster than HW (because it’s no reason of triangulation and other addition procedures). Also no HW Draw Calls used. So SW render used by default for controls. You can change it in the Object Inspector per control. Also you can change it on the fly.

You can attach script to AltSketch Paint control and connect to onPaint event to process painting process. In Update func of script you can call Invalidate() func of AltPaint when you need to redraw your AltSketch Paint element. In the AltGUI SDK look at AltSketch Paint example - it's very simple.

The second major element is AltGUI Control Host. It uses AltSketch Paint for render itself and can process the most variety of UI events (keyboard, pointer, etc.). And it serves as host for AltGUI controls. The main property of this control is 'Child'. You can put AltGUI Control Host control to the scene, attach script that creates AltGUI control and set its instance to AltGUI Control Host 'Child' property. AltGUI control don't know anything about AltGUI Control Host, but can live in it usefully receiving all events.

    public class MyScript : MonoBehaviour

    {

        void Start()

        {

            gameObject.GetComponent<AltGUIControlHost>().Child = new MyAltGUIControl();

        }

    }

In the above sample code we we created an instance of custom MyAltGUIControl. Of course you can create an instance of any other AltGUI control (TreeView, ListVew, RichTextBox, etc.).

Another way is to create Unity UI or NGUI control derived from AltGUI Control Host and initialize 'Child' property in Start() function of it. Also you can add some cross-calls and Unity Editor properties to it to make this UI control more professional and useful. AltGUI SDK contains several such controls ready to use dirrectly in Unity UI & NGUI (menu structure equals for the Unity UI & NGUI):

AltGUI Unity Editor Menu

So we already know about host controls for the both UI systems. The last thing we must to do is just to create a new AltGUI control. It's very easy:

    public class MyAltGUIControl : Alt.GUI.UserControl // or can be derived from Alt.GUI.Control

    {

        public MyControl()

        {

            //  your code

        }

        protected override void OnPaint(Alt.GUI.PaintEventArgs e)

        {

            base.OnPaint(e);

            //  your code

        }

        protected override void OnPaintBackground(Alt.GUI.PaintEventArgs pevent) ...

        protected override void OnResize(Alt.GUI.ResizeEventArgs e) ...

        protected override void OnKeyDown(Alt.GUI.KeyEventArgs e) ...

        protected override void OnKeyUp(Alt.GUI.KeyEventArgs e) ...

        protected override void OnKeyPress(Alt.GUI.KeyPressEventArgs e) ...

        protected override void OnMouseDown(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseUp(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseMove(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseWheel(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseClick(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseDoubleClick(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseEnter(System.EventArgs e) ...

        protected override void OnMouseLeave(System.EventArgs e) ...

        protected override void OnMouseHover(System.EventArgs e) ...

        //  And hundreds additional event overrides...

    }

In addition to overrides of event hadlers AltGUI cotrols contain events in the same notation:

        Alt.GUI.PaintEventHandler Paint;

        Alt.GUI.KeyEventHandler KeyDown;

        Alt.GUI.MouseEventHandler MouseDown;

        ...

Almost all properties/events/functions of each AltGUI control is <summary> documented and can be viewed by intellisense or Assembly View. All functionality and API is like Windows.Forms controls, so it's easy to understand it's work.


Let's try AltGUI and enjoy it! ;)
 

ANNOUNCE:

AltGUI has a wide variety native controls (Docking Windows, Menus, Advanced Editors, Lists, Trees, Data & Property Grids, Buttons, Tabs, File/Font/Color/Other Dialogs, etc.), Data bindings, hundreds of properties, events and funcs. All AltGUI controls can have HTML4/CSS2 backroundXAML, Animations, View Models, and pther functionality is under develop. Any AltGUI control can be used in Unity UI & NGUI.

All that will be demonstrated soon in new demo with new AltGUI tool AltOSAltOS is an like Virtual Environment for AltGUI native applications like SilverOS but more functional and flexible. All AltGUI applications working in AltOS in cooperative multitasking - all AltGUI applications working in one thread. Preemptive multitasking (each app working in its own thread) is in the roadmap.

Also the most amazing AltGUI tool is AltStudio! It's the first developing tool based on absolutely Virtual GUI. AltStudio will be integrated into Unity Editor and will have a powerful Designer Tools for AltGUI and source code editor. And it's coming soon too with new AltGUI examples and applications!

And of course AltOS and AltStudio tools will be the part of AltGUI SDK.

So let’s make the Unity World better!
 

Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

AltGUI Unity NGUI Integration - Vector Text Double Path Transform

AltGUI Unity NGUI Integration - Vector Text Double Path Transform

AltGUI Unity UI Integration - HTML Panel

AltGUI Unity UI Integration - HTML Panel

AltGUI Unity NGUI Integration - GMap

AltGUI Unity NGUI Integration - GMap

AltGUI Unity UI Integration - ICSharpCode TextEditor

AltGUI Unity UI Integration - ICSharpCode TextEditor

AltGUI Unity NGUI Integration - NPlot

AltGUI Unity NGUI Integration - NPlot

AltGUI Unity UI Integration - OxyPlot

AltGUI Unity UI Integration - OxyPlot

AltGUI Unity NGUI Integration - 3D Pie Chart

AltGUI Unity NGUI Integration - 3D Pie Chart

AltGUI Unity UI Integration - SVG

AltGUI Unity UI Integration - SVG

AltGUI Unity NGUI Integration - QuickFont

AltGUI Unity NGUI Integration - QuickFont

AltGUI Unity UI Integration - Geometry Sin Transform

AltGUI Unity UI Integration - Geometry Sin Transform

AltGUI Unity NGUI Integration - Farseer Physics

AltGUI Unity NGUI Integration - Farseer Physics

AltGUI Unity UI Integration - Geometry Boolean Operations

AltGUI Unity UI Integration - Geometry Boolean Operations

Look other Screenshots in Image Gallery or play with Unity Web Demo or Silverlight Online Demo

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Posted by AltSoftLab Team Thursday, June 4, 2015 8:42:00 PM Categories: News Releases
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AltSketch 0.88 - Titan-UNITY 

Unity

We are pleased to present a new version of AltSketch Graphics Library under the code name Titan-UNITY! Yes, AltSketch came to Unity Game Engine!

AltSketch Unity SVG Transformations


New HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


We made some changes to HW Render backends, some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Friday, July 25, 2014 1:39:00 PM Categories: News Releases
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Unity Announce 

Coming Soon!

Unity

We are pleased to announce that AltSketch Graphics Library comes to Unity Game Engine! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

AltSketch Unity 3D

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Posted by AltSoftLab Team Monday, July 21, 2014 3:37:00 PM Categories: News
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AltSketch 0.87 - Titan-OGRE 

OGRE Axiom

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-OGRE!


OGRE

Next HW Render Backends Released! We decided to implement AltSketch Hardware Render Backend on OGRE. OGRE Integrations and Integration Demos has been created.

AltSketch OGRE Vector Text Double Path Transformation


Axiom

And the second one Backend has been implemented on Axiom - C# port of OGRE.

AltSketch Axiom SVG


New HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


We made some changes to HW Render backends, some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Friday, July 18, 2014 11:17:00 AM Categories: News Releases
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AltSketch 0.86 - Titan-DELTA 

Windows Phone Android (MonoDroid) iOS (MonoTouch) XNA MonoGame

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-DELTA!

In this release we present new mobile OS support: Android and iOS! Yes, from now AltSketch can be used almost on all mobile platforms! Also we present AltSketch Android (1.6 or higher) Integration.

AltSketch Android Demo

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


XNA MonoGame

Next HW Render Backend Released! Thirdly we decided to implement AltSketch Hardware Render Backend on XNA / MonoGame. We created XNA, MonoGame & SIXna Integrations and Integration Demos for a wide variety of platforms. Other HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

AltSketch XNA Windows Phone ExtBrush


Farseer Physics

Also a 2D Physics Engine for Games - Farseer Physics has been ported to AltSketch & of course we created AltSketch.FarseerPhysics demo.

AltSketch XNA MonoGame Farseer Physics Car


We made some changes to HW Render backends (NeoAxis & Irrlicht), some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Wednesday, July 9, 2014 3:37:00 PM Categories: News Releases
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AltSketch 0.85 - Titan-GAMMA 

Windows Phone

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-GAMMA. And from now all AltSketch Extestions are open sourced! We hope these will be more useful for our community.

In this release we present an AltSketch Windows Phone (7 or higher) Integration. Yes, AltSketch goes to mobile platforms!

AltSketch Windows Phone Vector Text

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test drawing part of your 3D application/game (now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library) as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


Box2D

Also a 2D Physics Engine for Games - Box2D has been ported to AltSketch & of course we created demo of AltSketch.Box2D.

AltSketch NeoAxis Box2D Dominos


AltSketch Awesomium Web Browser

As announced earlier the Awesomium Web Browser has been integrated into AltSketch Demo.

AltSketch NeoAxis Awesomium Web Browser


We made many changes to HW Render backends (NeoAxis & Irrlicht), some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Tuesday, June 24, 2014 5:23:00 PM Categories: News Releases
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Awesomium Web Browser AltSketch Integration 

Announcement

AltSketch Awesomium Web Browser

Demid Korneev implemented Awesomium Web Browser ​AltSketch Integration. He would agree to include integration example into AltSketch SDK. Please wait the nearest release to play with it. It's coming very soon!

AltSketch Irrlicht Awesomium Web Browser

AltSketch Irrlicht Awesomium Web Browser

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Posted by AltSoftLab Team Wednesday, June 11, 2014 1:59:00 AM Categories: News
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AltSketch 0.84 - Titan-BETA 

Second HW Render backend on NeoAxis 3D Engine

AltSketch NeoAxis 3D Engine

Next HW Render Backend Released! Secondly we decided to implement hardware render on NeoAxis 3D Engine. AltSketch 0.84 is the Beta version of Titan Release with two HW Render Layers (on Irrlicht 3D Engine via Irrlicht Lime .NET wrapper and on NeoAxis 3D Engine). Other HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems, you can develop and test drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity or useful for team development process. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library.

 

NeoAxis Accord Face Detection and Vector Text Transformation

AltSketch NeoAxis Accord Face Detection and Vector Text Transformation

NeoAxis ExtBrush

AltSketch NeoAxis ExtBrush

NeoAxis GMap.NET and CombinedGeometry

AltSketch NeoAxis GMap.NET and CombinedGeometry

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Friday, June 6, 2014 3:48:00 PM Categories: News Releases
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We are on Facebook! 

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Posted by AltSoftLab Team Monday, June 2, 2014 3:54:00 AM Categories: News
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AltSketch 0.83 - Titan-ALPHA 

First HW Render backend on Irrlicht 3D Engine

AltSketch Irrlicht 3D Engine

After a long time of delay we got one of the main features of AltSketch Graphics Engine: now AltSketch has HW Render Backend! Firstly we decided to implement hardware render on Irrlicht 3D Engine. AltSketch 0.83 is the Alpha version of Titan Release with only one HW Render Layer (on Irrlicht via Irrlicht Lime .NET wrapper). Other HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and soon on Facebook

As AltSketch has several integrations with most popular GUI systems, you can develop and test drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity or useful for team development process. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library.

SVG.NET rendering library has been ported & integrated into AltSketch Extensions Library. New AltSketch Example "SVG" you can find in Demo in "Graphics" section.

For a HW Render specific uses we created new special Brush - BrushExt. It is an object that can be used with not standard AltSketch render materials. New AltSketch Example "RenderBrush" you can find in Demo in "Graphics" section.

Also the Core of AltSketch Engine has been restructured, optimized and got some improvements in SDK:

  • Clipped RenderBox Example (you can find it in "Irrlicht" section).
  • Almost all demo examples has been optimized by quality.
  • In all AltSketch Extension Libraries backbuffers exchanged by RederImage backbuffers - this is a special objects that can work with RTT (Render Target Texture) in HW Render Backends.
  • Gwen GUI is now uses AltSketch Font instead of old lesser functional native Gwen Font. And some useful improvements in Gwen GUI also made.
  • You can use asynchronous parallel thread Bitmap initialization with Streams or Files by using addition parameter in constructor or method. It is useful for multicore systems.

 

Irrlicht SVG

AltSketch Irrlicht SVG

Render in Irrlicht GUI Control

AltSketch Irrlicht GUI Control

Look other Screenshots in Image Gallery

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Posted by AltSoftLab Team Thursday, May 29, 2014 5:29:00 PM Categories: News Releases
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