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OpenGL on future iPhones and Macs?
Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
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6.5k
Feb ’23
I will quit from Apple development no profit from my developer account unfortunately besides other companies I work to I have profit!
Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
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1.7k
Mar ’23
DrawableQueue to RealityKit ShaderGraphMaterial ignoring alpha channel of texture?
I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test. My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working. Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS? DrawableQueue descriptor let descriptor = await TextureResource.DrawableQueue.Descriptor( pixelFormat: .rgba8Unorm, width: textureResource!.width, height: textureResource!.height, usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used //usage: [.renderTarget], // Usage should match the requirements for how the texture will be used mipmapsMode: .none // Assuming no mipmaps are needed for the text texture ) let queue = try await TextureResource.DrawableQueue(descriptor) queue.allowsNextDrawableTimeout = true await textureResource!.replace(withDrawables: queue) Draw frame: guard let drawable = try? drawableQueue!.nextDrawable(), let commandBuffer = commandQueue?.makeCommandBuffer()//, //let renderPipelineState = renderPipelineState else { return } let renderPassDescriptor = MTLRenderPassDescriptor() renderPassDescriptor.colorAttachments[0].texture = drawable.texture renderPassDescriptor.colorAttachments[0].loadAction = .clear renderPassDescriptor.colorAttachments[0].storeAction = .store renderPassDescriptor.colorAttachments[0].clearColor = clearColor /*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor( red: clearColor.red, green: clearColor.green, blue: clearColor.blue, alpha: 0.5 )*/ renderPassDescriptor.renderTargetHeight = drawable.texture.height renderPassDescriptor.renderTargetWidth = drawable.texture.width guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return } renderEncoder.pushDebugGroup("DrawNextFrameWithColor") //renderEncoder.setRenderPipelineState(renderPipelineState) // No need to create a render command encoder with shaders, as we are only clearing the drawable. // Since we are just clearing the drawable to a solid color, no need to draw primitives renderEncoder.endEncoding() commandBuffer.commit() commandBuffer.waitUntilCompleted() drawable.present() }
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1.6k
Oct ’23
Scene Kit Rotation - rotating around X and Y axis only, causing Z rotation
I am trying to control the orientation of a box in Scene Kit (iOS) using gestures. I am using the translation in x and y to update the x and y rotation of the SCNNode. After a long search I have realised that x and y rotation will always lead to z rotation, thanks to this excellent post: [https://gamedev.stackexchange.com/questions/136174/im-rotating-an-object-on-two-axes-so-why-does-it-keep-twisting-around-the-thir?newreg=130c66c673f848a7be2873bf675573a9) So I am trying to get the z rotation causes, and then remove this from my object by applying the inverse quaternion however when I rotate the object 90 deg around x, and then 90 deg around Y it behaves VERY weirdly. It is almost behaving as it is in gimbal lock, but I did not think that using quaternion in the way that I am would cause gimbal lock in this way. I am sure it is something I am missing, or perhaps I am not able to remove the z rotation in this way. Thanks! I have added a video of the strange behaviour here [https://github.com/marcusraty/RotationExample/blob/main/Example.MP4) And the code example is here [https://github.com/marcusraty/RotationExample)
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1k
Dec ’23
iOS 16 & 17 touch input stutter on Pro Motion devices. Workaround?
The touch input stutter issue that exists since iOS 16 on devices with Pro Motion Displays has not been fixed yet. I filed a bug report in July but there isn't any progress since months. I see the problem in all games I tried. My game is fast paced so the stutters are quite obvious and I receive a lot of complaining emails. My game did run smoothly on Pro Motion devices with iOS 15. Is there a known workaround? I am seeing other developers having the same issue but I can't find any solutions. Other threads about this issue: IPhone 14 Pro stuttering in most games when using touch controls FPS drops when tapping the screen on iPhone 13 Pro Max
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825
Dec ’23
DS4macOS Compiled Things Partially and Run But it Has 30+ Yellow Warnings & Doesn't Show the Setting
Hi Apple and Swift friends. I'm not really a fluent Swift programmer (or any language) just knowledgable, I just a vague logic of what's going on. This is a gamepad controller remapper similar to DS4Windows on the PC and DSX on Steam gaming. On macOS Sonoma, it successfully compiled and connected the amazing Sony Playstation DualSense but because it has 33 yellow warning, the Setting doesn't show. It says something about outdated something and needs to be replaced by a newer framework.network. It also says it can't use self: It should look like these: What could be the syntax changes that won't produce the 30+ yellow warnings? The file can be had here: [https://github.com/marcowindt/ds4macos) God bless.
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837
Feb ’24
Gamma issue when display linear color
Hi, I'm displaying linear gray by CAMetalLayer with the shader below. fragment float4 fragmentShader(VertexOut in [[stage_in]], texture2d<float, access::sample> BGRATexture [[ texture(0) ]]) { float color = in.texCoordinates.x; return float4(float3(color), 1.0); } And my CAMetalLayer has been set to linearSRGB. metalLayer.colorspace = CGColorSpace(name: CGColorSpace.linearSRGB) metalLayer.pixelFormat = .bgra8Unorm Why the display seem add gamma? Apparently the middle gray is 187 but not 128.
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893
Feb ’24
GroundingShadowComponent tanks performance even when set to false
Working on a vision OS app. I've noticed that even when castsShadow is false, performance goes down the drain when there are more than a few dozen entities that have GroundingShadowComponent. I managed to hard crash the Vision Pro with about 200 or so entities that each had two ModelEntities with GroundingShadowComponent attached but set to castShadows = false. My solution is to add and remove the GroundingShadowComponent from entities as needed, but I thought maybe someone at Apple might want to look into this. I don't expect great performance with that many entities casting shadows, but I'd think turning the shadow off would effectively disable the component and not incur a performance penalty.
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697
May ’24
Mistake in OpenGLView:drawRect
I rewrite an old project since OpenGL is deprecated and the downgrade to High Sierra goes with the lost of the old project. Here is the drawRect: - (void)drawRect:(NSRect)dirtyRect { [super drawRect:dirtyRect]; if(backgroundColor == 1) glClearColor(0.95f, 1.0, 1.0f, 1.0); else glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0 ,0.0, -10.0); // After mistake I wrote PushMatrix() glTranslatef(-0.01 ,-0.01, -10.0); // Screen Shot 0 // glTranslatef(-0.25 ,-0.25, -10.0); Screen Shot 1 glLineWidth(1.0); glRotated(rotationX, 1, 0, 0); glRotated(rotationY, 0, 1, 0); glCallList(axes); // After mistake I wrote PopMatrix() // Axes Vertices of xx,y,z are 1.0 // With vertices +/-0.99 nothing is drawn [self glError]; [self.openGLContext flushBuffer]; } I hope you Accept my Text and hope you can help me ! Mit freundlichen Grüßen Uwe Screen Shot 0 Screen Shot 1
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615
May ’24
[CAMetalLayer nextDrawable] returning nil because allocation failed.
Why do I get this error almost immediately on starting my rendering pass? Multiline BlockQuote. 2024-05-29 20:02:22.744035-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0) 2024-05-29 20:02:22.744455-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0) 2024-05-29 20:05:54.079981-0500 RoomPlanExampleApp[491:10025] [CAMetalLayer nextDrawable] returning nil because allocation failed. 2024-05-29 20:05:54.080144-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0)
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1.4k
May ’24
Eye Tracking as a General API Feature for iPadOS 18+?
I'd like to use the eye tracking feature in the latest iPadOS 18 update as more than an accessibility feature. i.e. another input modality that can be detected by event + enum checks similar to how we can detect and distinguish between touches and Apple pencil inputs. This might make it a lot easier to control and interact with iPad-based AR experiences that involve walking around, regardless of whether eye-tracking is enabled for accessibility. When walking, it's challenging to hold the device and interact with the screen with touch or pencil at all. Eye tracking + speech as input modalities could assist here. Also, this would help us create non-immersive AR experiences that parallel visionOS experiences that use eye tracking. I propose an API option for enabling eye-tracking (and an optional calibration dialogue within-app), as well as a specific UIControl class that simply detect when the eye looks at the control using the standard (begin/changed/end) events. My specific use case is that I'd like to treat eye-tracking-enabled UI elements or game objects differently depending on whether something is looked at with the eyes. For example, to select game objects while using speech recognition, suppose we have 4 buttons with the same name in 4 corners of the screen. Call them "corner" buttons. If I have my proposed invisible UI element for gaze detection, I can create 4 large rectangular regions on the screen. Then if the user says "select the corner" the system could parse this command and disambiguate between the 4 corners by checking which of the rectangular regions I'm currently looking at. (Note: the idea would be to make the gaze regions rather large to compensate for error.) The above is just a simple example, but the advantage over other methods like dwell is that it could be a lot faster. Another simple example: Using the same rectangular regions, instead of speech input, I could hold a button placed in just one spot on the screen, and look around the screen with my gaze to produce a laser beam for some kind of game, or draw curves (that I might smooth-out to reduce inaccuracy). OR maybe someone who does not have their hands available. This would require us to have the ability to get the coordinates of the eye gaze, but otherwise the other approach of just opting to trigger uicontrol elements might work for coarse selection. Would other developers find this useful as well? I'd like to propose this feature in feedback assistant, but I'm also opening-up a little discussion if by chance someone sees this. In short, I propose: a formal eye-tracking API for iPadOS 18+ that allows for turning on/off the tracking within the app, with the necessary user permissions the API should produce begin/changed/ended events similar to the existing events in UIKit, including screen coordinates. There should be a way to identify that an event came from eye-tracking. alternatively, we should have at minimum an invisible UIControl subclass that can detect when the eyes enter/leave the region.
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1.2k
Jun ’24
SF Symbol License
Hi all, I am a UI/UX designer working on several commercial projects, and I have a few questions that I need you to answer: Can I use the icons from your SF Symbols set in my application? This is a SAAS application and is used on various platforms such as macOS and Windows. Is SF Symbols only allowed for use in applications running on Apple platforms? Meaning, if my application is used on a MacBook or iPhone, am I allowed to use your icon set? If usage is not permitted on platforms other than Apple’s, how can I legally use them on those platforms? Does Apple sell licenses for using SF Symbols on other platforms? If so, what is the cost? Looking forward to your response.
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813
Jun ’24
Xbox controller and visionOS 2
I am having problems getting button input from an Xbox game controller. I have the visionOS 2 beta on my Apple Vision Pro, and I am trying to use an Xbox game controller with a RealityView following the instructions from the WWDC session Explore game input in visionOS. The notification about a game controller is picking up the game controller, finds GCInputButtonA, and I am setting closures for touchedChangedHandler, pressedChangedHandler, and valueChangedHandler that just print an os_log statement. buttonA.valueChangedHandler = { button, value, pressed in os_log("Got valueChangedHandler") } At the end of RealityView, I have the modifier RealityView { content in // stuff } .handlesGameControllerEvents(matching: .gamepad) But I am never seeing the log message appear in the console when I press the 'A' button (or any other button). Any ideas what I might be doing wrong? The Xbox controller is pretty old. Settings is reporting it as version 9.0.3
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696
Jun ’24
How to optimise RealityKit performance with many similar objects
I have code such as the following. The performance on the Vision Pro seems to get quite bad once I hit a few thousand of these models. It feels like I should be able to optimise this somehow, perhaps using instancing. Is that possible with RealityKit in visionOS 2? let material = UnlitMaterial(color: .white) let sphereModel = ModelEntity( mesh: .generateSphere(radius: 0.001), materials: [material]) for index in 0..<5000 { let point = generatedPoints[index] let model = sphereModel.clone(recursive: false) model.position = [point.x, point.y, point.z] parent.addChild(starModel) }
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551
Jul ’24
can not create framework for ealiear code?
I want to create framework for this repo:https://github.com/BradLarson/GPUImage but failed. 1.I downloaded this repo and run below: xcodebuild archive -project GPUImage.xcodeproj -scheme GPUImage -destination "generic/platform=iOS" -archivePath "archives/GPUImage" xcodebuild archive -project GPUImage.xcodeproj -scheme GPUImage -destination "generic/platform=iOS Simulator" -archivePath "archivessimulator/GPUImage" xcodebuild -create-xcframework -archive archives/GPUImage.xcarchive -framework GPUImage.framework -archive archivessimulator/GPUImage.xcarchive -framework GPUImage.framework -output xcframeworks/GPUImage.xcframework there is error :cryptexDiskImage' is an unknown content type and com.apple.platform.xros' is an unknown platform identifier
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419
Jul ’24