Good points. It would be great to be able to use Int16 indices and smaller vertex coordinates for each mesh (since each mesh is within a small region).
@Frameworks Engineer SceneDelegate.scene(willConnectTo: UISceneSession, options) isn't called unless app is reinstalled. I'm creating the window in that function.
I read the doc. I don't get an end interruption when the caller cancels. Don't get subsequent begin interruption notifications for calls after the first one. How is that not a bug?
Repro steps are:
Paste code above into Xcode iOS app template and run
Call from another phone
Observe: begin interruption notification received
Tap to ignore the call.
Observe: end interruption notification received
Call again
Observe: no begin/end interruption notifications received
Thanks @DTS Engineer ! It looks like I'll need to discard the fragment if the ray-marching falls outside the texture (at least that's what one implementation I see does). Will calling discard_fragment within a CustomMaterial's surface shader work as expected?
Thanks! I saw that in example code. Is it possible to set the depth value? In my own renderer I use the [[depth(greater)]] attribute. My app is a 3d modeler, so it's important that separate primitives render correctly when they overlap.
Good points. It would be great to be able to use Int16 indices and smaller vertex coordinates for each mesh (since each mesh is within a small region).
@Frameworks Engineer SceneDelegate.scene(willConnectTo: UISceneSession, options) isn't called unless app is reinstalled. I'm creating the window in that function.
I read the doc. I don't get an end interruption when the caller cancels. Don't get subsequent begin interruption notifications for calls after the first one. How is that not a bug?
Repro steps are:
Paste code above into Xcode iOS app template and run
Call from another phone
Observe: begin interruption notification received
Tap to ignore the call.
Observe: end interruption notification received
Call again
Observe: no begin/end interruption notifications received
Thanks @DTS Engineer ! It looks like I'll need to discard the fragment if the ray-marching falls outside the texture (at least that's what one implementation I see does). Will calling discard_fragment within a CustomMaterial's surface shader work as expected?
Thanks! I saw that in example code. Is it possible to set the depth value? In my own renderer I use the [[depth(greater)]] attribute. My app is a 3d modeler, so it's important that separate primitives render correctly when they overlap.