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I did it like this: (1) in mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) add your MKAnnotationViews to an array if doesn't exist in array. (2) in mapViewDidChangeVisibleRegion(_ mapView: MKMapView) loop over the array and adjust as needed based on scale calculated from the mapView region.
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When using any vector overlays (MKPolygonRenderer, MKPolylineRenderer, etc), my hack of using .aboveLabels and .aboveRoads doesn't work. When a raster layer uses .aboveRoads and the vector uses .aboveLabels, the vectors are not drawn properly. Since I need at least one vector layer with normal blending, it means I effectively have zero blend modes other than normal for raster overlays. I created a minimal reproducible project. Clicking the button will add a MKPolygonRenderer with normal blending that breaks the raster overlay that uses .softLight blending. Note that I have tried overriding the draw functions for the overlays and setting the blend modes there - even tried with transparency layers, but I have not found a work-around.
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I figured it out; apparently flexible shapes do not run on the ANE. I really wish this was documented; the docs just state to use enumerated shapes for best performance. But in this case, using flexible shapes is nearly 10 times slower and I don't understand why they are supported at all with that kind of penalty. It would have saved me much trouble not having flexible shapes since I now need to refactor inference in shipped products. Good chance that is why one of the products I spent six months of my life developing has largely been a flop. Very frustrating.
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By the way, I have not been able to find out the largest supported pixel dimensions for UIImages, and would be helpful to know. I can do trial and error, but I don't know if they might have different supported maximum sizes based on particular devices. Like if try to load a 50K image (1.8 billion pixels) as a UIImage on a M1 iPad Pro, it crashes. The compressed image is about 1GB. Larger images are supported.
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As I mentioned, I need a way for the user to save multi-gigabyte images that are too big to be used with UIKit. Like the ability to copy the full resolution image with AirDrop. I wish the user could use the standard "More actions" with the full resolution image, but it may be too big to use a UIImage etc. So when images larger than the largest possible UIImage, there will be a way to copy the full res image, and standard sharing options for the thumbnail image. As I mentioned nothing happens without the .zip or .bin extension and no errors reported. It just doesn't do anything. Interestingly, if I make the app's Documents available in Files, Files does the same thing - it just silently fails trying to do anything with the image, but it works if the image has a .zip or .bin extension.
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It turns out that the slow compile only occurs (intermittently) when Shader Validation is enabled. If I disable Shader Validation it compiles as expected. When compiling for iOS 13, since Shader Validation is not supported, the slow compile would not occur since it was not being validated. As for the runtime hang, it turns out that I was indeed accessing a buffer out-of-bounds. Why it was never an issue before I can't say, but it was my bad. I was just super suspicious of the build since it was taking abnormally long to compile. As for the apparent bug with Shader Validation, I have updated my FeedBack Assistant report with sysdiagnose reports.
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Screenshots are on SO - https://stackoverflow.com/questions/67550694/xcode-image-quick-look-is-not-working-on-m1-mac.
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I had gathered that a new version wasn't available for the DTK, but it seems like that should have been prominently mentioned in the release notes.
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Awesome! Thank you very much.