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Is it legal to use 2d array in shaders?
Hello, I'm going to use C's 2d array in my shaders. The reason is to use 2d index in buffer, instead using textures. Someone from the developers can dissuade me from doing this? #include <metal_stdlib> using namespace metal; struct DebugCell {     float4 info; }; struct DebugBuffer {     DebugCell cells[5][3]; // Column number(x), Row number(y). (x, y)  }; kernel void debugCells(device DebugBuffer *current [[buffer(0)]], uint2 id [[thread_position_in_grid]]) {     current[0].cells[id.x][id.y].info.xy = float2(id); } /*  after reshape for printing on CPU it prints  [[0.0,0.0], [1.0,0.0], [2.0,0.0], [3.0,0.0], [4.0,0.0], [5.0,0.0], [6.0,0.0], [7.0,0.0]]  [[0.0,1.0], [1.0,1.0], [2.0,1.0], [3.0,1.0], [4.0,1.0], [5.0,1.0], [6.0,1.0], [7.0,1.0]]  [[0.0,2.0], [1.0,2.0], [2.0,2.0], [3.0,2.0], [4.0,2.0], [5.0,2.0], [6.0,2.0], [7.0,2.0]]  */
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626
Jul ’21
teamPlayerID bug
Hello. I found that the property teamPlayerID in GKLocalPlayer.local does not match with property of instance match(GKMatch).players[0] on other device example: 1st device me: T:e96ffe8e2c2113a1081345d8175dd34a, enemy: 159791492614296288 2nd device me: T:5445ac43188d54e227751262416576f2 enemy: 159791492784529792 While if I use the deprecated property playerID, it works perfect 1st device me: G:1459229978 enemy: U:b128518d718a7a11e43d83f33a7e43cb 2nd device: me: U:b128518d718a7a11e43d83f33a7e43cb enemy: G:1459229978
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586
Aug ’20