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Comment on On vision pro, what is the max walkable distance in unbounded passthrough mode?
I’m not sure you’re the person to answer if you do not know the difference between the various immersive modes. No, passthrough (video of the real world) is not always on. No, not every mode is same. Each has different limits. @mike_at_helium I am hoping someone from the team can speak to the tracking limits in the mode that doesn’t have the ~1.5m limit.
Topic: Graphics & Games SubTopic: General Tags:
Jul ’23
Comment on How to Convert a MTLTexture into a TextureResource?
@Graphics and Games Engineer Respectfully, I knew this would be the first suggestion, and it won't work. My MTLTexture is generated by a separate rendering subsystem, not something I am requesting. I do not want a new drawable unless there is a 0-cost way to substitute that drawable with another MTLTexture. Can you advise further? (I reply so quickly because I have notifications. :) ) Also, if I am misunderstanding, it's partly since I couldn't find examples of using DrawableQueue.
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23
Comment on Discover Metal for immersive apps - Example Code
@Graphics and Games Engineer Thanks for that. The template, however, uses exclusively Swift code, not the C api shown in the talk. Could we also have a C/Objective-C template that only uses the minimal amount of Swift UI? The function names in the Swift API example seem very different too, so the correspondence to the C api isn’t obvious.
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23
Comment on Sample Code for visionOS Metal?
@DTS Engineer Thanks for that. The Vertex Amplification is a really nice touch! I think that this is great. At the moment the only thing I'd consider is whether a C-api / Objective-C-api template that hooks into the necessary Swift-UI code would be possible (like the WWDC sample). The swift function names and types don't always map intuitively to the C variants.
Topic: Graphics & Games SubTopic: General Tags:
Aug ’23