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xcode not completely removing a build from the device when pushing a new build
This started a couple of months ago. Every new build I send from Xcode over to my iPad appears to leave data from the previous build, which seems like it's cached somewhere and never used after that. Considering I am losing about 500M per session I get the device "out of memory" error often. Deleting my app completely erases everything so I can recover. More of an annoyance than critical bug, except when running my iPad mini. I have a 16G mini and normally only have about 2G free. Naturally that gets eaten up about every 3 or 4 runs. When I clear out things I have to reset a bunch of preferences to my test set. Waste of time. It doesn't do this when I launch from the device, only when Xcode is doing it. This is with iOS14 and Xcode 12.2B2. But seems to go back to the final days of Xcode 11 on my mac. Anyone else see this?
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721
Oct ’20
OpenGL ES3 texture rendering inconsistency
(First, no lectures on how I should move to metal. That is not an option) My devices, iPhone X and iPad-Pro both claim they can accept textures up to 16kx16k. Yet, in reality, I have only been able to get 8x4k textures as the largest that can load. However, texture size is apparently moot, as no matter what I give it, the textures are always scaled down and rendered as 2kx2k. WTF? There are no default settings that I could find in GLK that might be forcing small textures. I've been looking at my app all these years and have been wondering why the textures look so rough. Never thought it would be something wacky like this. This is the same in .pvr, png and .jpg Any ideas?
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695
Aug ’20