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I understand that the "new lighting" feature also adjusts "contrast", which is not adjusted by "lighting" and "lightingEnvironment". How would I adjust scene contrast in SceneKit and RelityKit as it is done in AR Quick Look?
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The problem is in present even in USDZ files created by Apple and displayed in AR Quick Look. It's sad that the problem has remained for so many years. Below you see a screen shot of the Apple Tea cup demo USDZ in AR Quick Look on an iPhone 12 Max running iOS 15.5. Below that is the AR view in a 5500K lightbox with an Apple mouse on a white sheet of paper for reference. 'nuff said.
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Sigh, still a problem in iOS 15.4.1
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Still experiencing this problem after upgrading to 12.4 on MacBook Pro 15 and DTK under MacOS 11.2 and on iMac 27" running under Catalina. Turning off "Connect via network" on the MacBook Pro caused Xcode to crash (sigh). Seems like the issue is getting worse.
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Xcode 12.3 causes this problem for me. Unpairing devices does not resolve the problem.
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I have the same issue. Removing/adding devices does not solve the issue for me.
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I'm running two Dell monitors on the DTK with beta 5. One is attached to the DTK HDMI port directly and the second is a Dell VGA display from 2004. It is attached with a VGA cable from a Cable Matters HDMI to VGA adapter which in turn is attached to the HDMI port on an OWC USB-C portable dock. Happy to find that it works. I really needed a second monitor to display documentation. I'm really glad my junk drawer paid off once again :)
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Did you resolve your issue?I seem to have the same problem with multiply not working (ie it has no effect) when lightingModel is physically based in iOS 11.4beta6. The exact same code works when the lighting model is changed to phong, except now the lighting on the object is wrong for the scene where physical based lighting is used.