I appreciate this might not be possible to answer without seeing all of my code, but I'm a fair way into my project and publishing only the SceneKit stuff would be tricky as it involves extensions, various sub classes and such like. So, in the briefest manner I can:
I have a SCNScene with 2 SCNNodes. Each node has two filters applied (in this case CIGaussianBlur and CIPixellate but the issue doesn't seem to specifically apply to which filter is applied only *if* a filter is applied). With the nodes displayed correctly and not animating, if I resize the window that the scene is in I get strange re-drawing issues: the image gets drawn oddly until I release the mouse button and the draw cycle is completed. However, if I simply include these empty methodes in my subclassed SCNView:
The nodes are continually drawn correctly during a user's resize.
The entire subclass consists of:
Is this in someway expected behaviour or am I lining up for a gotcha in the future? I'm assuming I've prevented the calls the the classes super so I wonder if that will be problematic in the long run...
I have a SCNScene with 2 SCNNodes. Each node has two filters applied (in this case CIGaussianBlur and CIPixellate but the issue doesn't seem to specifically apply to which filter is applied only *if* a filter is applied). With the nodes displayed correctly and not animating, if I resize the window that the scene is in I get strange re-drawing issues: the image gets drawn oddly until I release the mouse button and the draw cycle is completed. However, if I simply include these empty methodes in my subclassed SCNView:
Code Block override func viewWillStartLiveResize() { } override func viewDidEndLiveResize() { }
The nodes are continually drawn correctly during a user's resize.
The entire subclass consists of:
Code Block class ImageSCNView: SCNView { private (set) var hasLoaded: Bool = false override var mouseDownCanMoveWindow: Bool { return true } override func viewDidMoveToWindow() { hasLoaded = true } override func viewWillStartLiveResize() { } override func viewDidEndLiveResize() { } }
Is this in someway expected behaviour or am I lining up for a gotcha in the future? I'm assuming I've prevented the calls the the classes super so I wonder if that will be problematic in the long run...