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!
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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)
Guten Tag,
my project is simple, first I want draw wired Hexa,-Tetra- and Octahedrons.
I draw a cube with Metal but I didn't found rotation, translation and scale.
I have searched help , the examples I found are too complicated for me.
Mit freundlichen Grüßen
VanceRegnet