Yep, all the same PSO, thanks!
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Good points. It would be great to be able to use Int16 indices and smaller vertex coordinates for each mesh (since each mesh is within a small region).
How incredibly lame.
Feedback is FB12984720. Thanks!
@Frameworks Engineer did you see the part about deleting and reinstalling the app? It's configured well enough to work on a fresh install.
@Frameworks Engineer Easy to repro going from UIKit lifecycle to SwiftUI lifecycle. Still working on the other direction. Attached steps in FB13462315
@Frameworks Engineer SceneDelegate.scene(willConnectTo: UISceneSession, options) isn't called unless app is reinstalled. I'm creating the window in that function.
I read the doc. I don't get an end interruption when the caller cancels. Don't get subsequent begin interruption notifications for calls after the first one. How is that not a bug?
Repro steps are:
Paste code above into Xcode iOS app template and run
Call from another phone
Observe: begin interruption notification received
Tap to ignore the call.
Observe: end interruption notification received
Call again
Observe: no begin/end interruption notifications received
Thanks @DTS Engineer ! It looks like I'll need to discard the fragment if the ray-marching falls outside the texture (at least that's what one implementation I see does). Will calling discard_fragment within a CustomMaterial's surface shader work as expected?
Thanks! I saw that in example code. Is it possible to set the depth value? In my own renderer I use the [[depth(greater)]] attribute. My app is a 3d modeler, so it's important that separate primitives render correctly when they overlap.