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I'd be interested in the inverse too - building a Maui app that has a 3D frame for displaying a mesh. |
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I would love to know any update if have. |
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This would be super cool! |
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Any update or development in this discussion? |
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One of our primary objectives here is to enable MAUI to be rendered to a Bitmap rendered to an OpenGL surface as the HUD/UI. Each MAUI layout (panel, stack, window) - would be associated to it's own Bitmap, which is then handed off to OpenGL to render to screen like a simple fast-updating Picture box (with transparency and click-through). It's about time that Game Engines stop trying to re-invent their own custom UI's, and just allow everyone to use a common UI package, like MAUI. MAUI rendering to a Unity3D app, is one of the home runs we hope to achieve here.
Note: We've already accomplished this feat with Avalonia and Urho3D.NET. But realize that the Home-Run solution isn't Avalonia -- but instead is MAUI.Graphics.Controls.
Maui.Graphics.Controls -- is the key to this success, for Msft/MAUI.
We may be intending to help you complete the missing controls (e.g. List View, Tree View, Scroll View, ComboBox, ...).
Please - someone inside Msft, please shout at the Msft MAUI team, to see what it takes to put more priority onto this Graphics.Controls lib! It's a VERY big deal!
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NOTE: As quickly as we can do it, our intent is to produce a POC of this "rendering MAUI inside an OpenGL surface", to help boost the energy/priority of this concept. We believe it should be a "front-page" feature of MAUI, with raised priority for development. In conjunction with this, our current aim is to also make use of Comet.
Headline: Maui.MVU rendering to Graphics.Controls Anywhere. (even Games, and web pages)
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