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Thank you for the quick reply!I tried it before, and every time I did the render pipeline completely failed to execute, claiming the pipeline state was null.However, I tried it again - and it just worked! I tried to reproduce what I did earlier, but couldn't get the same error.I can only guess there is some tricky bit, or obscure thing I did wrong before, but couldn't decipher SceneKit's error messages.Do you have any guess as to what could have caused the render pipeline state to be null before whenever I tried to set SCNMaterialProperty with an id<MTLTexture> contents?Thanks again for the help.
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@gchiste - Does the same hold true for Shader Modifiers? No matter what I try, I can't seem to pass an `id<MTLTexture>` to a shader modifier - either it makes the entire render pipeline invalid, or else it gets called with an 4x4 all-white "default SCN texture".Is there some documentation on the limitations of what one can pass to a Shader Modifier when using Metal? (the current official documentation is useless, frankly, as it only refers to OpenGL - in Metal one wouldn't pass a texture as a `sampler` but as a `texture2d`...).
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You can use `encodeSignalEvent` and `encodeWaitForEvent` to synchronize command buffers (since iOS 12, MaxOS 10.14).BTW can you link the WWDC video you mentioned that talks about GPU channels? Or do you remember the session name/number?Thanks.