2D Graphics

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Discuss integrating two-dimensional graphics into your app.

Posts under 2D Graphics tag

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CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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163
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2w