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Trying to better understand CGAffineTransform.... and need a bit of guidance.
I have a CoreImage pipeline and one of my steps is to rotate my image about the origin (bottom left corner) and then translate it. I'm not seeing the behaviour I'm expecting, and I think my problem is in how I'm combining these two steps. As an example, I start with an identity transform (lldb) po transform333 ▿ CGAffineTransform - a : 1.0 - b : 0.0 - c : 0.0 - d : 1.0 - tx : 0.0 - ty : 0.0 I then rotate 1.57 radians (approx. 90 degrees, CCW) transform333 = transform333.rotated(by: 1.57) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : 0.0 - ty : 0.0 I understand the current contents of the transform. But then I translate by 10, 10: (lldb) po transform333.translatedBy(x: 10, y: 10) - a : 0.0007963267107332633 - b : 0.9999996829318346 - c : -0.9999996829318346 - d : 0.0007963267107332633 - tx : -9.992033562211013 - ty : 10.007960096425679 I was expecting tx and ty to be 10 and 10. I have noticed that when I reverse the order of these operations, the transform contents look correct. So I'll most likely just perform the steps in what feels to me like the incorrect order. Is anyone willing/able to point me to an explanation of why the steps I'm performing are giving me these results? thanks, mike
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538
Jan ’25
Desire to close contour from left & right two top points
Hello all... is there a way to close a contour if you have found say two points on each side top "extension"? see image attached. So in end desire a trapezoid type shape. Code example would be very appreciated. thank you :) Think I have it as a CGPath. So a way to edit a CGPath, or close the top from a top left to a top right point?
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468
Jan ’25
JPEG2000 (JP2) Decoding Works on iOS 16 but Fails on iOS 18
I am extracting a JPEG2000 (JP2) facial image from an NFC passport chip (ISO/IEC 19794-5) and attempting to create a UIImage from it. On iOS 16, the following code works fine: import ImageIO import UIKit func getUIImage(from imageData: [UInt8]) -> UIImage? { let data = Data(imageData) guard let imageSource = CGImageSourceCreateWithData(data as CFData, nil), let cgImage = CGImageSourceCreateImageAtIndex(imageSource, 0, nil) else { print("Failed to decode JP2 image!") return nil } return UIImage(cgImage: cgImage) } However, on iOS 18, this fails with errors like: initialize:1415: *** invalid JPEG2000 file *** makeImagePlus:3752: *** ERROR: 'JP2 ' - failed to create image [-50] CGImageSourceCreateImageAtIndex: *** ERROR: failed to create image [-59] Questions: Did Apple remove or modify JPEG2000 support in iOS 18? Is there an official workaround for decoding JPEG2000 on iOS 18? Should I use Vision/Metal/Core Image instead? Is there a recommended way to convert JPEG2000 to JPEG/PNG before creating a UIImage? Are there any Apple-provided APIs that maintain backward compatibility for JPEG2000 decoding? Additional Info: The UInt8 array has a valid JPEG2000 header (0x00 0x00 0x00 0x0C 6A 50 ...). The image works on iOS 16 but fails on iOS 18. Tested on iPhone running iOS 18.0 beta. Any insights on how to handle JPEG2000 decoding in iOS 18 would be greatly appreciated! 🚀
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285
Mar ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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106
Jun ’25
CGSetDisplayTransferByTable no longer working on macOS Tahoe
For an app of mine I use CGSetDisplayTransferByTable to adjust the gamma table of the device. Since macOS Tahoe, these modifications are silently ignored. The display's actual gamma curve remains unchanged despite the API reporting successful completion. I've filed a FB for it a few weeks ago, and would love to figure out what could be causing this. FB18559786
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269
Aug ’25
Is there any future for screensavers on macOS?
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now. I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode). In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers. I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful). I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list. To summarize: No public access to modern APIs AFAIK. UI that is hostile to 3rd party screen savers on macOS Sequoia. Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3. Hence the question: Is there any future for screen savers on macOS? Because if there's none, I won't waste my time trying to update some old screen savers.
3
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478
Aug ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
3
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113
Sep ’25
NSScreen frame location with multiple monitors
I have a Mac Studio 2023 M2 Max Running Sonoma 14.6.1 Developing in XCode 16.1 It seems that the NSScreen frame settings may be incorrect. The frame settings received from NSScreen.screens don't seem to match up with the Desktop arrangement settings in the Settings. Apologies in advance for this long post! for screen in NSScreen.screens { let name = screen.localizedName Globals.logger.debug("Globals initializeScreens - screen \(i) '\(name, privacy: .public)'") Globals.logger.debug("Globals initializeScreens - '\(screen.debugDescription, privacy: .public)'") } This is what I receive in the log: Globals initializeScreens - '<NSScreen: 0x600000ef4240; name="PHL 346E2C"; backingScaleFactor=1.000000; frame={{0, 0}, {3440, 1440}}; visibleFrame={{0, 0}, {3440, 1415}}>' Globals initializeScreens - screen 2 'Blackmagic (1)' Globals initializeScreens - '<NSScreen: 0x600000ef42a0; name="Blackmagic (1)"; backingScaleFactor=1.000000; frame={{-3840, 0}, {1920, 1080}}; visibleFrame={{-3840, 0}, {1920, 1055}}>' Globals initializeScreens - screen 3 'Blackmagic (4)' Globals initializeScreens - '<NSScreen: 0x600000ef4360; name="Blackmagic (4)"; backingScaleFactor=1.000000; frame={{-1920, 0}, {1920, 1080}}; visibleFrame={{-1920, 0}, {1920, 1055}}>' Globals initializeScreens - screen 4 'Blackmagic (2)' Globals initializeScreens - '<NSScreen: 0x600000ef43c0; name="Blackmagic (2)"; backingScaleFactor=1.000000; frame={{5360, 0}, {1920, 1080}}; visibleFrame={{5360, 0}, {1920, 1055}}>' Globals initializeScreens - screen 5 'Blackmagic (3)' Globals initializeScreens - '<NSScreen: 0x600000ef4420; name="Blackmagic (3)"; backingScaleFactor=1.000000; frame={{3440, 0}, {1920, 1080}}; visibleFrame={{3440, 0}, {1920, 1055}}>' It looks like the frame settings for Blackmagic (2) and Blackmagic (4) are switched. The setup has five monitors. Four are using the USB-C Digital AV Multiport Adapters. The output for these are streamed into a rack of A/V equipment using BlackMagic Design mini converters and monitors. My Swift application allows users to open four movies, one for each of the AV Adapters. The movies can then be played back in sync for later processing by the A/V equipment. Here are some screen captures that show my display settings. Blackmagic (1) and Blackmagic (2) are to the left of the main screen. Blackmagic (3) and Blackmagic(4) are to the right of the main screen. The desktop is hard to see but is correct. The wallpaper settings are all correct. The wallpaper is correctly ordered when displayed on the monitors. After opening the movies and using the NSScreen frame settings, the displays are incorrectly ordered. Test B and Test D are switched, which is what I would expect given the NSScreen frame values. Any ideas? I've tried re-arranging the desktops, rebooting, etc. but no luck. The code that changes the screen location is similar to this post on Stack Overflow public func setDisplay( screen: NSScreen ) { Globals.logger.log("MovieWindowController - setDisplay = \(screen.localizedName, privacy: .public)") Globals.logger.debug("MovieWindowController - setDisplay - '\(screen.debugDescription, privacy: .public)'") let dx = CGFloat(Constants.midX) let dy = CGFloat(Constants.midY) var pos = NSPoint() pos.x = screen.visibleFrame.midX - dx pos.y = screen.visibleFrame.midY - dy Globals.logger.debug("MovieWindowController - setDisplay - x = '\(pos.x, privacy: .public)', y = '\(pos.y, privacy: .public)'") window?.setFrameOrigin(pos) } The log show just what I would expect given the incorrect frame values. MovieWindowController - setDisplay = Blackmagic (1) MovieWindowController - setDisplay - '<NSScreen: 0x6000018e8420; name="Blackmagic (1)"; backingScaleFactor=1.000000; frame={{-3840, 0}, {1920, 1080}}; visibleFrame={{-3840, 0}, {1920, 1055}}>' MovieWindowController - setDisplay - x = '-3840.000000', y = '-12.500000' MovieWindowController - setDisplay = Blackmagic (2) MovieWindowController - setDisplay - '<NSScreen: 0x6000018a10e0; name="Blackmagic (2)"; backingScaleFactor=1.000000; frame={{5360, 0}, {1920, 1080}}; visibleFrame={{5360, 0}, {1920, 1055}}>' MovieWindowController - setDisplay - x = '5360.000000', y = '-12.500000' MovieWindowController - setDisplay = Blackmagic (3) MovieWindowController - setDisplay - '<NSScreen: 0x6000018cc8a0; name="Blackmagic (3)"; backingScaleFactor=1.000000; frame={{3440, 0}, {1920, 1080}}; visibleFrame={{3440, 0}, {1920, 1055}}>' MovieWindowController - setDisplay - x = '3440.000000', y = '-12.500000' MovieWindowController - setDisplay = Blackmagic (4) MovieWindowController - setDisplay - '<NSScreen: 0x6000018c9ce0; name="Blackmagic (4)"; backingScaleFactor=1.000000; frame={{-1920, 0}, {1920, 1080}}; visibleFrame={{-1920, 0}, {1920, 1055}}>' MovieWindowController - setDisplay - x = '-1920.000000', y = '-12.500000' Am I correct? I think this is driving me crazy! Thanks in advance! Edit: The mouse behavior is correct in moving across the displays!
4
0
614
Jan ’25
Performance Regression: In iOS 18.2 3D rotation in volume rendering is not smooth as compared to iOS 18.1
We as a team of engineers work on an app intended to visualize medical images. The type of situations where the app is used involves time critical decision making for acute clinical conditions. Stability of the app and performance are of utmost importance and can directly help timely treatment action. The app we are developing uses multiple libraries and tools like vtk, webgl, opengl, webkit, gl-matrix etc. The problem specifically can be described as follows, it has been observed that when 3D volume is rendered in the app and we try to rotate the volume the rotation is slow, unresposive and laggy. Specifically, we have noticed that iOS 18.1 the volume rotation is much smoother as compared to latest iOS 18.2. Eariler, we have faced somewhat similar issue with iOS 17 but it got improved in iOS 18.1. This performance regression is affecting the user experience in our healthcare application. We have taken reference from the cornerstone.js code and you can reproduce the issue using the following example: https://www.cornerstonejs.org/live-examples/volumeviewport3d Steps to Reproduce: Load the above mentioned test example on an iPhone running version 18.2 using safari. Perform volume rendering using the provided dataset. Measure the time taken by volume for each rotate or drag action. Repeat the same steps on an iPhone running version 18.1 for comparison. Additional Information: Device Model Tested: iPhone12, iPhone13, iPhone14 iOS Version With Issue: 18.2 18.3(Beta) I would appreciate any insights or suggestions on how to address this performance regression. If additional information is needed, please let me know. Thank you.
4
6
939
Feb ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
4
0
641
Aug ’25
Roblox freezing on MacOS 26.1 Beta
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working. Wondering if you could help, when it will be fixed and if others are having the same issue. Many thanks, William.
4
2
411
10h
PortalComponent – allow world content to peek out
Hello, I've been tinkering with PortalComponent on visionOS a bit but noticed that the content of the WorldComponent is always clipped to the mesh geometry of whatever entities have the PortalComponent applied. Now I'm wondering if there is any way or trick to allow contents of the portal to peek out – similar to the Encounter Dinosaurs experience on Vision Pro (I assume it also uses PortalComponent?). I saw that PortalComponent has a clippingPlane property (https://developer.apple.com/documentation/realitykit/portalcomponent/clippingplane-swift.property). But so far I haven't been able to achieve a perceptible visual difference with it. If possible I would like to avoid hacky tricks using duplicate meshes or similar to achieve this. Thanks for any hints!
5
0
1.5k
Dec ’24
Utilizing Point Cloud data from `ObjectCaptureSession` in WWDC23
I am currently developing a mobile and server-side application using the new ObjectCaptureSession on iOS and PhotogrammetrySession on MacOS. I have two questions regarding the newly updated APIs. From WWDC23 session: "Meet Object Capture for iOS", I know that the Object Capture API uses Point Cloud data captured from iPhone LiDAR sensor. I want to know how to use the Point Cloud data captured on iPhone ObjectCaptureSession and use it to create 3D models on PhotogrammetrySession on MacOS. From the example code from WWDC21, I know that the PhotogrammetrySession utilizes depth map from captured photo images by embedding it into the HEIC image and use those data to create a 3D asset on PhotogrammetrySession on MacOS. I would like to know if Point Cloud data is also embedded into the image to be used during 3D reconstruction and if not, how else the Point Cloud data is inserted to be used during reconstruction. Another question is, I know that Point Cloud data is returned as a result from request to the PhtogrammetrySession.Request. I would like to know if this PointCloud data is the same set of data captured during ObjectCaptureSession from WWDC23 that is used to create ObjectCapturePointCloudView. Thank you to everyone for the help in advance. It's a real pleasure to be developing with all the updates to RealityKit and the Object Capture API.
6
0
2.2k
Jul ’25
New GameSave API fails, "Couldn’t communicate with a helper application."
I've been playing with the new GameSave API and cannot get it to work. I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game." Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™. Halp‽ Here is my example app: import Foundation import SwiftUI import GameSave @main struct GameSaveTestApp: App { var body: some Scene { WindowGroup { GameView() } } } struct GameView: View { @State private var loader = GameLoader() var body: some View { List { Button("Load") { loader.load() } Button("Finish sync") { Task { try? await loader.finish() } } } } } @Observable class GameLoader { var directory: GameSaveSyncedDirectory? func stateChanged() { let newState = withObservationTracking { directory?.state } onChange: { Task { @MainActor [weak self] in self?.stateChanged() } } print("State changed to \(newState?.description ?? "nil")") switch newState { case .error(let error): print("ERROR: \(error.localizedDescription)") default: _ = 0 // NOOP } } func load() { print("Opening gamesave directory") directory = GameSaveSyncedDirectory.openDirectory() stateChanged() } func finish() async throws { print("finishing syncing") await directory?.finishSyncing() } }
7
1
378
Sep ’25
PingFang.ttc font file is missing in iOS 18.0
I'm an iOS developer, and I've been testing our app in iOS 18.0 Beta. I noticed that there's a problem with the font rendering, and after troubleshooting, I've found out that it's caused by the removal of the PingFang.ttc font in 18.0. I would like to ask the reason for removing this font file and which font should be used to display Chinese in the future? My test device is an iPhone 11 Pro and the system version is iOS 18.0 (22A5297). I have also tested Beta 1 and it has the same issue. In previous versions of the system, the PingFang font is located in this directory /System/Library/Fonts/LanguageSupport/PingFang.ttc. But in iOS 18.0, the font file in this directory has become Kohinoor.ttc, and I've tested that this font can't display Chinese either. I traversed the following system font directories and could not find the PingFang.ttc font file. /System/Library/Fonts/AppFonts /System/Library/Fonts/Core /System/Library/Fonts/CoreAddition /System/Library/Fonts/CoreUI /System/Library/Fonts/LanguageSupport /System/Library/Fonts/UnicodeSupport /System/Library/Fonts/Watch Looking for answers, thanks for the help!
9
2
5.7k
Apr ’25
OpenGL ES support on Apple Silicon Simulators
Hey folks, I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max). The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following: I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351) Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;) Any suggestions appreciated!
10
0
2.5k
Mar ’25