I am trying to follow the documentation with the beta version of visionOS with the new realitykit LowLevelMesh construct (https://developer.apple.com/documentation/realitykit/lowlevelmesh) that draws a triangle. Although the code indicates different colors for each of the 3 vertex points, the triangle renders in white.
I believe that the missing link may be a shadergraph material, but because I will be drawing millions of triangles, with colors defined at the nodes and interpolated over the area of the triangles, I want to make sure it is efficient, either with shadergraph materials or perhaps metal.
I have, with an earlier version of the app I'm working on, successfully used a shadergraph material with MeshDescriptor.primatives as polygons for tetrahedrons. However, that is inefficient for more than 1,000 tetrahedrons (and crashes) so I'm trying to use the new LowLevelMesh instead (with each tetrahedron split into 4 triangles). However, I can't get very far using the example code from the documentation (that results in the white triangles), even trying to use the default shadergraph (GridMaterial) without getting quite a few error messages. I try to fix the errors with the suggested fixes and then get new ones (whack-a-mole) until it's seems to be all broken....
So in addition to my general question of shadergraph vs metal for a LowLevelMesh, a concrete example of using a shadergraph material with LowLevelMesh would be most appreciated! Thanks.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro