Hi! Thanks for your reply!
Indeed, I discovered TextureResource.DrawableQueue. This is very promising. Currently, my app flow is like this: initiate ARView and register setup with metal device call back to set up the library and call a custom function to set up a custom MTLRenderPipelineState with my shader functions attached pointCloudRenderPipelineDescriptor?.vertexFunction = pointCloudVertexFunction pointCloudRenderPipelineDescriptor?.fragmentFunction = pointCloudFragmentFunction.
On ARView (RealityKit) init, I also copy DrawableQueue to my TextureResource like this textureResource?.replace(withDrawables: self.colorDrawableQueue).
In the main draw function, I am passing a depth MTLTexture to the vertex shader function, and a color MTLTexture to the fragment shader function.
I am not sure how Drawable Queue enables for dynamic rendering. If I'm updating the textureResource only once on init (ie. textureResource?.replace(withDrawables: self.colorDrawableQueue) how does the texture update dynamically? Don't I need to replace the texture every frame?
Any detailed or advanced advice on DrawableQueue and dynamic texture updating would be great! BTW, I am familiar with Metal APIs. I was stumped for a while because I needed a replacement for MTKView.currentDrawable. It seems like TextureResource.DrawableQueue is the appropriate replacement. I'm just looking for some low-level examples or documentation or advice. Thanks a mill!