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Converting JPG to JP2 using ImageMagicK library on iOS
I am trying to convert a JPG image to a JP2 (JPEG 2000) format using the ImageMagick library on iOS. However, although the file extension is changing to .jp2, the format of the image does not seem to be changing. The output image is still being treated as a JPG file, and not as a true JP2 format. Here is the code (IBAction)convertButtonClicked:(id)sender { NSString *jpgPath = [[NSBundle mainBundle] pathForResource:@"Example" ofType:@"jpg"]; NSString *tempFilePath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"Converted.jp2"]; MagickWand *wand = NewMagickWand(); if (MagickReadImage(wand, [jpgPath UTF8String]) == MagickFalse) { char *description; ExceptionType severity; description = MagickGetException(wand, &severity); NSLog(@"Error reading image: %s", description); MagickRelinquishMemory(description); return; } if (MagickSetFormat(wand, "JP2") == MagickFalse) { char *description; ExceptionType severity; description = MagickGetException(wand, &severity); NSLog(@"Error setting image format to JP2: %s", description); MagickRelinquishMemory(description); } if (MagickWriteImage(wand, [tempFilePath UTF8String]) == MagickFalse) { NSLog(@"Error writing JP2 image"); return; } NSLog(@"Image successfully converted."); } @end
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427
Jan ’25
Entity cross multiple portals at once?
If I have one portal on the ceiling and one on the floor, can a tall Entity cross multiple portals at once? Will the opposing portal directions cause it to fail? No matter what I try for the crossingMode and clippingMode of the PortalComponent I can only get it to fully work for one portal at a time. I have tried flipping the normals for the crossingMode and clippingMode planes. I have also tried creating a ceiling portal plane with inverted normals. It seems like whatever Entity is passing through a portal has one portal it wants to deal with at a time and that's it. My other option is to create portals using occlusion but I prefer the simplest way.
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486
Jan ’25
Comparing colors of two ModelEntities
I want to compare the colors of two model entities (spheres). How can i do it? The method i'm currently trying to apply is as follows case let .color(controlColor) = controlMaterial.baseColor, controlColor == .green { // Flip target sphere colour if let targetMaterial = targetsphere.model?.materials.first as? SimpleMaterial, case let .color(targetColor) = targetMaterial.baseColor, targetColor == .blue { targetsphere.model?.materials = [SimpleMaterial(color: .green, isMetallic: false)] // Change to |1⟩ } else { targetsphere.model?.materials = [SimpleMaterial(color: .blue, isMetallic: false)] // Change to |0⟩ } } This method (baseColor) was deprecated in swift 15.0 changes to 'color' but i cannot compare the value color to each other.👾
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635
Jan ’25
Game Center Achievement "Global Players" Always Showing 0% Issue
Hello, I’m the developer of the “ StepSquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” metric always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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549
Jan ’25
Shader compiler crash on MacOS Sequoia+Radeon
Hello, Apple! This post is a bug report for Metal driver in MacOS Sequoia. I'm working on opensource game engine and one of my users reported a bug, on "MacOS Sequoia" + "AMD Radeon RX 6900 XT".  Engine crashes, when liking a compute pipeline, with following NSError: "Compiler encountered an internal error: I" Offended shader (depth aware blur): https://shader-playground.timjones.io/27565de40391f62f078c891077ba758c On my end, compiling same shader on M1 (Sonoma) or with offline compiler doesn't reproduce the issue. Post with bug-report on github: https://github.com/Try/OpenGothic/issues/712 Looking forward for your help and driver fix ;)
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693
Jan ’25
Game Center achievements global players percent is 0%.
Hello, I’m the developer of the “stepsquad” app. Our app uses the Game Center achievement feature, but we’ve been encountering a problem: the “Global Players” always shows 0%, even though there are friends who have already achieved these achievements. Initially, I thought it might be because the app was newly launched. However, it’s now been over two months since release, and it’s still showing 0%. If anyone has any insight into this issue, please leave a comment.
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563
Jan ’25
How to convert `DragGesture().onEnded`'s velocity CGSize to the SIMD3<Float> required in `PhysicsMotionComponent(linearVelocity, angularVelocity)`?
So if I drag an entity in RealityView I have to disable the PhysicsBodyComponent to make sure nothing fights dragging the entity around. This makes sense. When I finish a drag, this closure gets executed: .gesture( DragGesture() .targetedToAnyEntity() .onChanged { e in // ... } .onEnded { e in let velocity: CGSize = e.gestureValue.velocity } If I now re-add PhysicsBodyComponent to the component I just dragged, and I make it mode: .dynamic it will loose all velocity and drop straight down through gravity. Instead the solution is to apply mode: .kinematic and also apply a PhysicsMotionComponent component to the entity. This should retain velocity after letting go of the object. However, I need to instatiate it with PhysicsMotionComponent(linearVelocity: SIMD3<Float>, angularVelocity: SIMD3<Float>). How can I calculate the linearVelocity and angularVelocity when the e.gestureValue.velocity I get is just a CGSize? Is there another prop of gestureValue I should be looking at?
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818
Jan ’25
CGContextAddArc not respecting clipping rects for open paths
macOS 15.2, MBP M1, built-in display. The following code produces a line outside the bounds of my clipping region when drawing to CGLayers, to produce a clockwise arc: CGContextBeginPath(m_s.outContext); CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1); CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha()); CGContextSetLineWidth(m_s.outContext, width); CGContextStrokePath(m_s.outContext); Drawing other shapes such as rects or ellipses doesn't cause a problem. I can work around the issue by bringing the path back to the start of the arc: CGContextBeginPath(m_s.outContext); CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -startRads, -endRads, 1); // add a second arc back to the start CGContextAddArc(m_s.outContext, leftX + radius, topY - radius, radius, -endRads, -startRads, 0); CGContextSetRGBStrokeColor(m_s.outContext, col.fRed(), col.fGreen(), col.fBlue(), col.fAlpha()); CGContextSetLineWidth(m_s.outContext, width); CGContextStrokePath(m_s.outContext); But this does appear to be a bug.
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520
Jan ’25
Operation not permitted loading image in SDL2 with Xcode
Hello, I am making a project in SDL, and with that I am using SDL_Image. I am doing all of this on Xcode. I've been able to initialize everything just fine, but issues spring up when I try to load an image. When I give the code a path to look for an image: Unable to load image! IMG_Error: Couldn't open [Insert image path here]: Operation not permitted I get that error. Keep in mind "Unable to load image" is a general error I put in the code should loading said image fail, the specific error which I called with IMG_GetError() is what we really need to know. I've seen before that this might occur if a program does not have full disk access. Because of this, I've tried giving Xcode full disk access, but this didn't work and I still got the same error.
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699
Jan ’25
How to create CGContext with 10 bits per component?
I’m trying to create a CGContext that matches my screen using the following code let context = CGContext( data: pixelBuffer, width: pixelWidth, // 3456 height: pixelHeight, // 2234 bitsPerComponent: 10, // PixelEncoding = "--RRRRRRRRRRGGGGGGGGGGBBBBBBBBBB" bytesPerRow: bytesPerRow, // 13824 space: CGColorSpace(name: CGColorSpace.extendedSRGB)!, bitmapInfo: CGImageAlphaInfo.none.rawValue | CGImagePixelFormatInfo.RGBCIF10.rawValue | CGImageByteOrderInfo.order16Little.rawValue ) But it fails with an error CGBitmapContextCreate: unsupported parameter combination: RGB 10 bits/component, integer 13824 bytes/row kCGImageAlphaNone kCGImageByteOrder16Little kCGImagePixelFormatRGBCIF10 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. Why is it unsupported if it matches the 6th option? (32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little)
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705
Jan ’25
Vision to detect corners and or 3 lines.
End goal: to detect 3 lines, and 2 corners accurately. Trying contours but they are a bit off. Is there a way or settings in contours to detect corners and lines more accurately, maybe less an sharper edged/corner contours? Or some other API or methods please? I would love an email please ;) thank you. 2. also an overlay/scale issue
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668
Jan ’25
How set leaderboards to live
I’ve added two recurring leaderboards to my app and the user interface for the Game Center leaderboards pops up when expected and it lists the leaderboards but when you click on them it says “Have Fun With Friends” and lists some of my contacts instead of any scores. The status under Apple Connect is “Not Live” and I’m wondering how to activate them. App has been approved for external beta testing. On a related note, on my iPad it doesn’t display correctly, it says “Game Center” at the top but the rest of the UI doesn’t appear, just blackness.
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603
Jan ’25
Unity GameCenter Leaderboard issue
Hey, i have created a game in unity with the apple core and apple gamekit plugins present. I setup 5 leaderboards on the app store connect. I made a unity build and did the whole testflight build loop to test everything. When i open my gamecenter panel via the button i see my leaderboards but they show as MISSING TITLE which is weird because i have for sure set them up correctly they have a leaderboard reference name and leaderboard id as well. When debugging i can see that when i call my submit score function it gets submitted with no error but then i also dont see the score appear anywhere . Keep in mind the leaderboards are not live and are being tested on testflight first
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1.2k
Jan ’25
How to customize VNDocumentCameraViewController
Hi, I’m learning MAUI and was trying to use VNDocumentCameraViewController provided by Vision Kit to scan documents and it is working fine but I realized that I was not able to customize some of the options provided by default like, disabling the auto scan option. Is there any way to disable the auto scan option or are there any other alternatives with the same founctionalities as VNDocumentCameraViewController that are more customizable?
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737
Jan ’25
Scene with over 12,000 duplicate entities
I am creating a RealityKit scene that will contain over 12,000 duplicate cubes arranged in a circle (see image below). This is for some high-energy physical simulations I am doing. I accomplish this scene by creating a single cube and cloning it a bunch of times. So, I there is a single MeshResource and Material even though there are a lot of entities. I have confirmed this by checking with Swift's === operator. Even with this, the program is unworkably slow. Any suggestions or tricks that could help with this type of scene? Using a single geometry was the trick to getting SceneKit to work fast with geometries like this. I've been updating my software to RealityKit because I far prefer the structure of RealityKit over SceneKit.
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1.4k
Jan ’25
Why is SKPhysicsBody not picking up alpha?! SpriteKit for a WatchOS game.
So I'm trying to use SpriteKit to make the background of my game. The walls have alpha 1.0, and the safe area alpha 0 and fully transparent. (e.g. a big black square with a smaller transparent square in the middle of it). Yet sprite kit always assume the entire image is either fully opaque or fully transparent. That defies its purpose isn't it? Is there a way to make this work?
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576
Jan ’25
App keeps crashing due to Game Center account??
I play this game called Sonic Forces: Speed Battle that's available in the app store and I completed a quest outside of the app on this site called TapResearch for some rewards as I've done before and has worked, but after this one time I can no longer enter back into the game without crashing immediately. I tried deleting and reinstalling but nothing. I even tried signing into a different account but that didn't work either. So then I tried to make a new game center account to try and see if it works, and it did, though all my progress has been restarted. Does anyone know how to fix this?
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528
Jan ’25
RealityKit Character Skeleton animation weapons are not animating
Hello, I am experiencing an issue with a character animation using RealityKit. I have a file created in Blender that contains the rigged Character, a sword, and a shield. The sword and the shield have bones connected to the character's hands so they can follow the character's animation. When I run the animation in Blender and preview the exported USDZ file on Mac, I can see the sword and shield attached to the hands and the animation is fine. But when I add the USDZ model in RealityKit and play the animation, only the character is animating, the sword and the shield are not moving at all. This is the code I use to animate the character: private func loadAnimations() { let unifiedAnimations = children[0].availableAnimations.first!.definition let animationResource = try! AnimationResource.generate(with: unifiedAnimations) self.children[0].playAnimation( animationResource.repeat() ) } Here is a link with a Demo Xcode project, the Blender file, and a video: https://www.dropbox.com/scl/fi/ypq2iwxc5f9dwzjggsvin/AppleTest.zip?rlkey=wiag3rg44urhjdh2wal8cdx2u&st=vbpf7x11&dl=0 STEPS TO REPRODUCE I have created a demo project that displays the character on a horizontal surface, and the animation starts playing. Run the App. The ARView will be set up, and a yellow square will appear in the middle of the screen. When a horizontal surface is detected the yellow Square will change indicating that the surface is found. Tap on the screen to load the USDZ model and position it in the yellow square's position. The Animation will start playing and you can see that the character is animating, but the sword and shield remain still. Thanks
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530
Jan ’25