Render advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.

Posts under Metal tag

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Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
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533
Feb ’26
Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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178
4w
Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setup, and the same macOS/Xcode images are being used for the workflow runs (macOS Tahoe 26.2 (25C56) and Xcode 26.3 (17C529) respectively) now as when our builds were succeeding a few days ago. What's the best way to resolve this issue? Looks like we can't even pass an image identifier to xcodebuild -downloadComponent so we're a bit stuck here.
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Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
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Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
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0
507
2w
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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4
607
2w
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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170
1w
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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232
1w
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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698
6d
Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
Replies
1
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0
Views
533
Activity
Feb ’26
Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
Replies
0
Boosts
0
Views
178
Activity
4w
Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setup, and the same macOS/Xcode images are being used for the workflow runs (macOS Tahoe 26.2 (25C56) and Xcode 26.3 (17C529) respectively) now as when our builds were succeeding a few days ago. What's the best way to resolve this issue? Looks like we can't even pass an image identifier to xcodebuild -downloadComponent so we're a bit stuck here.
Replies
6
Boosts
0
Views
311
Activity
2w
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
Replies
2
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1
Views
1.1k
Activity
1w
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
Replies
0
Boosts
0
Views
507
Activity
2w
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
Replies
0
Boosts
4
Views
607
Activity
2w
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
Replies
0
Boosts
0
Views
170
Activity
1w
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
Replies
5
Boosts
3
Views
232
Activity
1w
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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2
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0
Views
698
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6d