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Reply to Metal 4 support in iOS simulator
Thanks for the details regarding this. I tried import Metal in the swift test, as well as the following Objective C test code: #import "ViewController.h" #import "Metal/Metal.h" @interface ViewController () @property id<MTL4CommandBuffer> commandBuffer; @property id<MTL4CommandQueue> commandQueue; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. } @end No dice with this either. I'll file the bug, thanks for looking into this!
Topic: Graphics & Games SubTopic: Metal Tags:
Oct ’25
Reply to Metal 4 support in iOS simulator
Ah sorry for the lack of details, thanks for addressing this issue. Here's a swift code snippet to reproduce this issue: import MetalKit class MetalTestView: MTKView { var commandBuffer: MTL4CommandBuffer? var commandQueue: MTL4CommandQueue? } If you build with a real device selected, such as iPhone 14 with iOS 26 beta installed, the build succeeds, but if you build with iPhone 17 simulator with iOS 26, the build fails and complains that "Cannot find type 'MTL4CommandBuffer/MTL4CommandQueue' in scope". Any way to get the simulator to recognize metal 4 types?
Topic: Graphics & Games SubTopic: Metal Tags:
Sep ’25
Reply to RealityKit texture sampling behaviour
Here's a more direct example of the issue... in the image below, the upper gradient is a material that uses a textured image, the bottom gradient is generated from within the shader. The two gradients should be identical but the image textured material is noticably darker in the middle ranges. I imagine there's a reason for this, anybody know why the texture sampler behaves like this? gradient image texture: gradient shader graph:
Dec ’24
Reply to RealityKit texture sampling behaviour
Hey there, thanks for chiming in. The issue is that the texture sampler in the shader graph seems to see a (0.5,0,0) pixel in the texture image as something like (0.21,0,0) for example. The equivalent metal operation would be something like: constexpr sampler s(address::clamp_to_edge, filter::linear); float4 s = tex.sample(s, float2(0.4,0.2)); // expected float4(0.5, 0, 0), got float4(0.21, 0, 0); Does lighting affect the value of the texture sampler?
Dec ’24