Build captivating gaming experiences for Apple platforms.

All subtopics
Posts under Graphics and Games topic

Post

Replies

Boosts

Views

Activity

Options to have MSAA in Tile-Based Deferred Renderer
Hi folks, I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices: Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture. Which is the proper approach, and are there any examples of how to implement it? Thanks!
0
0
630
Sep ’24
converting .usdz to .obj results in flattened model
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room. But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code: let destinationURL = destinationFolderURL.appending(path: "Room.usdz") do { try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true) try finalResults?.export(to: destinationURL, exportOptions: .model) let newUsdz = destinationURL; let asset = MDLAsset(url: newUsdz); let obj = destinationFolderURL.appending(path: "Room.obj") try asset.export(to: obj) } Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape. Some things I've tried: changing "exportOptions" to parametric, mesh, or model. simply changing the file extension of "destinationURL" (throws error)
0
0
935
Sep ’24