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Reply to Clarify restrictions / security as applied to development on Apple Sillicon?
I appreciate the concerns about doing or not doing those practices, but really I just wanted to know if they’re possible. With all due respect, I am careful. Also, the programs I’m referring to are UNIXy and don’t really use system services, so that’s less of a concern. By securely, I meant, I hand a usb drive physically to the person and watch them try my application, or I send via some secure service that isn’t e-mail. The idea is that right now the computer blocks unless I disable “download from anywhere” even if I self-sign. Can you elaborate on what disabling SIP actually does? Am I mistaken that it disables signing restrictions? In any case, regardless of the safety of these practices, can I always go ahead with them in the worst case, or so we simply not know yet when it comes to Apple sillicon? I think you quoted a 2019 wwdc talk here - https://developer.apple.com/forums/thread/117896?answerId=365071022#365071022 suggesting that Apple has committed to letting you re-enable things, but I’m not sure—is this no longer a guarantee? If it makes people more at-ease, I would typically only do something like this with the internet off or with some LAN where I’m not exposing the system to malicious software.
Jun ’20
Reply to How to achieve bindless textures and dynamic indexing to pick and sample textures in shaders?
Yes, actually, but I feel that's really complex to do right now, and it looks like there's no code example for sparse textures at all. For example, how would I chunk textures the way the example figure shows it, and how do sparse textures actually work? Are textures partly deleted when not in use? Also, I am using an iPad Pro 2020, which sadly still has an A12 chip instead of an A13 or A14 (I wonder if they'll do yet another refresh soon...) Atlases are more doable, but packing them efficiently is non-trivial. When you say replace regions, do you mean I'd load separate textures and blit those textures to a main atlas? Don't I need a render pass per region bit in case I need to use that memory again for something else? In short, when am I allowed to replace regions of a texture so as not to clobber texture data required in a previous draw call? I actually tried the argument buffer idea and it *seems* to work, but I think that you're correct that texture streaming is closer to what I'd actually want to do.
Oct ’20
Reply to SFSpeechRecognizer Broken in iPadOS 15.0?
This is still a problem and unexpected behavior. Dictation or Siri need to be on for recognition to work again, seemingly (as @adadas said) , but iOS 14 had no such requirement. There is also no way to really prompt the user to activate this setting programmatically, and it puts undue burden on them when an app should just have its own permissions that the user approves/authorizes.
Oct ’21