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How can you set the resolution in scenekit?I would like to render the scenekit view at half the resolution and then scale it up. (I'm hoping this will give a performance boost to my game at the cost of non retina graphics)
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I've seen two crashes in the fox sample code already for simple SCNVector functions. The enemies also don't move - I suppose that's a Gameplay Kit error. I can see glimpses of other possible problems too - and of course the intermittent display stutter is there. (You know, the one on every OS after High Sierra for any Metal backed view) I tried both on m1 native and rosetta. Unless I have some wrong setting, SceneKit's SCNVector math seems crippled at the moment. Already sent reports... Can someone else confirm the crashes?
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When using the basic SceneKit template, the colors will render lighter on an external pc monitor.When running the Fox 2 scenekit wwdc demo, the colors do not have this problem.I assume it to be a gamma multiplication, but I have searched extensively and found nothing in the code or project settings.You can see the screenshots here: https://imgur.com/a/naGYPXONotice, that the statistics bar is also changed, and that it is the full rendered contents of the window that are being changed - but not the titlebar of course....Nearly as perplexing as this: The procedural sky as viewed in the xcode scenekit interactive editor (on the internal mac display) is nearly the same as the faded lighter version on the external display. However! If the Xcode window is moved to the external display, the scenekit editor becomes even lighter.Now, this absurdity of the scenekit editor always being lighter has been going on for years, and I am used to every modern Apple framework being bugged, and the current apple developer team being incompetent at fixing even trivial problems, however it is unclear how the first problem above exists in the scenekit project template and not the Fox 2 wwdc demo.
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Randomly it will crash while calling nextDrawable with one of those undescriptive bad access messages.How would I go about trying to find the cause? The crash rarely happens, but it's common enough that I see a small number of them almost every day or so.I have an autorelease pool, and the properties don't change, so what could it be?
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The rgbBlendOperation values for Min/Max work, however when changing alphaBlendOperation to MTLBlendOperationMax or MTLBlendOperationMin, they have no effect.It appears like the alpha channel just gets ignored.However, I can successfully set MTLBlendFactorSourceAlpha to sourceRGBBlendFactor, and MTLBlendFactorOneMinusSourceAlpha to destinationRGBBlendFactor.I basically have a stamped paint stroke made of transparent airbrush looking circles. My thought was that I should be able to set alphaBlendOperation to Max, and it would pick the least transparent pixel from the source or destination.I was able to achieve this effect successfully using the Max value for rgbBlendOperation, so I know that my premise is correct, however when trying the same technique, alphaBlendOperation appears to not be functional at all.I have taken two screenshots. The first is how it should look (I achieved this without the alpha channel using rgbBlendOperation = Max) The second screenshot is what it looks like when I try to use alphaBlendOperation = Max. The alpha is ignored and instead I just get a bunch of squares stamped along the drawing stroke.https://imgur.com/a/Wgqhwhttps://imgur.com/a/gtaSDI've double checked all the settings I could find, and everything appears to be set correctly, is this a bug with alphaBlendOperation?
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