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Reply to Safari, JavaScript and WebGL extremely bad performance?
We're seeing the same issue in all our WebGL applications. It definitely worked in April 2021, since then without changing any code the Safari performance went from 60fps to 2fps. Example scene built in unity (with a camera-texture since camera input is important for our AR applications): https://test.looc.io/forest/index.html
Topic: Safari & Web SubTopic: General Tags:
Feb ’22
Reply to Anchoring a Prim to the face doesn't work
So it seems just putting the line token preliminary:anchoring:type = "face" in was not enough. What worked was writing a python script, importing the from pxr import Usd, Sdf, UsdGeom, Kind stuff and then creating a scene hierarchy with /Root/Scenes/Scene/Children/MyModel where the scene gets the anchor-token. The USD Classes reference (https://graphics.pixar.com/usd/docs/api/class_usd_stage.html) helped a little but It was way more complicated then I expected it to be.
Topic: App & System Services SubTopic: General Tags:
Jun ’21
Reply to Binary Swift Package Chicken and Egg Situation
Mhm, so I thought according to the Swift package Manager Team an Xcode project is not necessary to build an xcframework based on a Swift Package. - https://github.com/apple/swift-package-manager/pull/2981#issuecomment-710282803. boris is also referencing the same demo example he did in the WWDC video Distribute binary frameworks as Swift packages - https://developer.apple.com/videos/play/wwdc2020/10147/ from 2020, so I thought this is the latest status compared to the video Binary Frameworks in Swift from 2019. As a swift package, my project automatically gets an extension that provides the Bundle.module extension, e.g. swift let string = NSLocalizedString(self, tableName: nil, bundle: .module, value: "", comment: "") which is no longer available if I wrap the code into an xcodeproj. I thought based on the above mentioned github issue, the xcodeproj way is no longer necessary.
Feb ’21