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The iPhone supports 5 simultaneous touches, and cancels them all on the 6th touch.Current iPad models (through Air 2) support 11 simultaneous touches, and do nothing on a 12th touch.What will the iPad Pro support? With such a big screen, will it maybe support two sets of hands at the same time? Still only 11 touches? If there an official document that lists this info?My app uses the max # of touches to allocate drawing buffers and audio voices. I'm hoping to start updating what's necessary before November when the hardware is released, and the Simulator doesn't help.
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I just want a clear understanding of how UINavigationBar decides to change size on devices with the notch.I have a child UINavigationController inside a UIViewController that is not full screen, and so it should not adjust for the notch. But no matter what I try, the _UIBarBackground doubles in size to height 88.I have set automaticallyAdjustsScrollViewInsets = NO; in every parent view controller all the way up to the window.What exactly is being checked? How can I prevent this?
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Since updating to Xcode 11 I get a warning for every file I load:Unable to find mtl file file:///private/var/containers/Bundle/Application/.../....app/file-name.mtlI don't use material files for any of my models. Is there any way to silence this warning? Or pass a flag telling the Model I/O method to ignore this?
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I would like to alter vertex data from a model imported with Model I/O in iOS 10. I'm doing this to normalize the vertex positions, change their color values, and some other fun things.After I create the mesh, I'd like to get to buffer data to change it. So I dive in and grab the MTLBuffer contents:MTKMesh >> vertexBuffers >> vertexBuffer >> buffer >> contents()The problem is, on iOS 9 I get back an array with the values I expect, in order, according to the vertexDescriptor I submitted to the MDLAsset. But in iOS 10, what I get back is gibberish.To demonstrate, in my model object's init method, I'm printing the values of the vertexBuffer:init(kitMesh: MTKMesh, modelMesh: MDLMesh, device: MTLDevice) {
let vertexBuffer = kitMesh.vertexBuffers[0]
let floatData = vertexBuffer.buffer.contents().bindMemory(to: Float.self, capacity: vertexBuffer.length / MemoryLayout<Float>.stride)
for i in 0..<100 {
print("data [\(i)] = \(floatData[i])")
}
}Console on iOS 9 (correct - matches vertex descriptor):data [0] = -1.30764
data [1] = 0.142407
data [2] = 2.24837
data [3] = -0.0059
data [4] = 0.986
data [5] = -0.1665
data [6] = 0.0
data [7] = 0.0
data [8] = 0.0
data [9] = 1.0
data [10] = 0.00255011
data [11] = -1.72002
data [12] = 0.072178
data [13] = 1.84713
etc...Console on iOS 10:data [0] = 0.0
data [1] = 1.4013e-45
data [2] = 2.8026e-45
data [3] = 4.2039e-45
data [4] = 5.60519e-45
data [5] = 7.00649e-45
data [6] = 8.40779e-45
data [7] = 9.80909e-45
data [8] = 1.12104e-44
data [9] = 1.26117e-44
data [10] = 1.4013e-44
data [11] = 1.54143e-44
data [12] = 1.68156e-44
etc...How can I alter the vertex buffer in iOS 10? Is there a different method I don't know about?