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CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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192
Sep ’25
Low Power Mode on MacOS 26 Tahoe + Vsync fullscreen limits application to 30 fps
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues. Is this a bug or a change in behavior of Low Power Mode on Tahoe? My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
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376
Aug ’25
Will OpenGL API and Drivers be removed after appleOS 26?
Hi, I am a Multimedia and Graphics researcher and I am wondering if OpenGL API and drivers will be removed after appleOS 26? macOS 26 iOS 26 iPadOS 26 visionOS 26 I am asking this because most of the libraries I use depends on OpenGL. Like CGAL, libigl, immediate mode ui, nanovg, nanogui, bullet physics. Transitioning from Vulkan and metal while using and learning those libraries is just not viable. I would like to ask you that. I am the sole developer and I just want to ask you that. Regards.
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232
Aug ’25
Is there any future for screensavers on macOS?
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now. I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode). In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers. I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful). I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list. To summarize: No public access to modern APIs AFAIK. UI that is hostile to 3rd party screen savers on macOS Sequoia. Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3. Hence the question: Is there any future for screen savers on macOS? Because if there's none, I won't waste my time trying to update some old screen savers.
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572
Aug ’25
Request: API to temporarily defer Reachability for fullscreen game swipes (bottom edge)
In swipe-driven games, a first downward swipe starting near the home indicator can trigger Reachability, even when using preferredScreenEdgesDeferringSystemGestures = .bottom and prefersHomeIndicatorAutoHidden = true. This causes the app to slide down to half screen and breaks gameplay. Please consider an API to temporarily defer Reachability while a custom gesture is active (similar to existing system gesture deferral), without disabling accessibility globally. Environment: Devices: iPhones with Home Indicator (Face ID) Why this matters: Bottom-origin swipes are core in many games (flick shots, slingshot, physics toss, bottom sheets). Current workarounds degrade UX and discoverability, and players still accidentally trigger Reachability. Feedback Assistant Post
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674
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
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547
Aug ’25
iPhone Pro Model - RefreshRate
I want to display the refresh rate on the screen of the iPhone (14 Pro Max), but each app of the App Store's "Floating Clock", "Floating Clock Premium" and "Screen Renewal Rate - RefreshRate Realtime" can only display two of 60Hz and 120Hz, and I wonder if it can display numbers of 1Hz, 10Hz, tens of Hz, or more than 3 levels. Does anyone know how to do it?
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328
Sep ’25
Testing Gamecenter Accounts
HI all, I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter. I've read something about setting up GameCenter "sandbox" accounts to test prior to the game's release, but I can't find anything reliable about how to do so. I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26. Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it. People are developing GameCenter apps, so I know it's possible... advTHANKSance
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403
Sep ’25
Inquiry About Game Center Integration Analytics
Dear Apple Developer Support, I hope this message finds you well. I am a game developer looking to integrate Game Center into our game. Before proceeding, I would like to understand the analytical capabilities available post-integration. Specifically, I am interested in tracking detailed metrics such as: The number of new player downloads driven by Game Center features (e.g., friend challenges, leaderboards, or achievements). Data on user engagement and conversions originating from Game Center interactions. I have explored App Store Connect’s App Analytics but would appreciate clarification on whether Game Center-specific data (e.g., referrals from challenges or social features) is available to measure growth and optimize our strategies. If such data is accessible, could you guide me on how to view it? If not, are there alternative methods or plans to incorporate this in the future? Thank you for your time and assistance. I look forward to your response. Best regards, Bella
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985
Sep ’25
Core Text incremental redraw glitch: overlapping glyphs during editing
During editing in Pages (or Word) I am getting these glitches (see attachment). Started after the last update to Mac OS 26.3 (beta) Also removed 2 recent instalments (Blackhole audio driver and kDrive/Infomaniak, but trouble is still there. 27" iMac 2020 (Intel) i7 3,8 Ghz AMD Radeon Pro 5500 XT 8 GB 24 GB RAM macOS Tahoe 26.3 (=beta) Tried restart in safe mode, checked fonts. Talked to aissistent to get a solution, but no ...) Thx for any advice, Pieter (not a developer so please kee pit simple 🙏🏻)
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520
Feb ’26
D3DMetal unsupported CreateCommandQueue1 API while running simple wglgears using Mesa 24.3 GLon12 driver..
Hi, wanted to test if possible to use Mesa3D OGLon12+D3DMetal 2b3 to get GL>4.1 support on windows apps via D3D12Metal.. using simple wglgears.c app (similar glxgears) and running like: GALLIUM_DRIVER=d3d12 wine64 wglgears64 -info with overridden opengl32.dll using contents from: https://github.com/pal1000/mesa-dist-win/releases/download/24.3.0-rc1/mesa3d-24.3.0-rc1-release-msvc.7z I get: [D3DMetal:LOG:5E53] Unsupported API: CreateCommandQueue1 caused by: https://gitlab.freedesktop.org/mesa/mesa/-/commit/c022c9603d500b59ff5e6f93c8a214d1785ab20a API: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device9-createcommandqueue1 note setup is correct as using: GALLIUM_DRIVER=llvmpipe wine64 wglgears64 -info I get: GL_RENDERER = llvmpipe (LLVM 19.1.3, 128 bits) GL_VERSION = 4.5 (Compatibility Profile) Mesa 24.3.0-rc1 (git-85ba713d76) GL_VENDOR = Mesa GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract r GL_EXT_texture.. etc..
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630
May ’25
Issue with Non-Consumable In-App Purchase in Unity (iOS Sandbox Environment)
Question: I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details: Environment: Unity Version: 2022.3.55f1 Unity In-App Purchasing Version: v4.12.2 Device: iPhone (15, iOS 18.1.1) Connection: Wi-Fi iOS Settings: In-App Purchases set to “Allowed” initially Problem Behavior: I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password. I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow." After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again. I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction. I then navigate back to Settings and set In-App Purchases to "Allow." Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?" The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once? Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario? Additional Information: I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again. I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again. I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
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483
Apr ’25
Core Image recipe for QR code icon image
Create the QRCode CIFilter<CIBlendWithMask> *f = CIFilter.QRCodeGenerator; f.message = [@"Message" dataUsingEncoding:NSASCIIStringEncoding]; f.correctionLevel = @"Q"; // increase level CIImage *qrcode = f.outputImage; Overlay the icon CIImage *icon = [CIImage imageWithURL:url]; CGAffineTransform *t = CGAffineTransformMakeTranslation( (qrcode.extent.width-icon.extent.width)/2.0, (qrcode.extent.height-icon.extent.height)/2.0); icon = [icon imageByApplyingTransform:t]; qrcode = [icon imageByCompositingOver:qrcode]; Round off the corners static dispatch_once_t onceToken; static CIWarpKernel *k; dispatch_once(&onceToken, ^ { k = [CIWarpKernel kernelWithFunctionName:name fromMetalLibraryData:metalLibData() error:nil]; }); CGRect iExtent = image.extent; qrcode = [k applyWithExtent:qrcode.extent roiCallback:^CGRect(int i, CGRect r) { return CGRectInset(r, -radius, -radius); } inputImage:qrcode arguments:@[[CIVector vectorWithCGRect:qrcode.extent], @(radius)]]; …and this code for the kernel should go in a separate .ci.metal source file: float2 bend_corners (float4 extent, float s, destination dest) { float2 p, dc = dest.coord(); float ratio = 1.0; // Round lower left corner p = float2(extent.x+s,extent.y+s); if (dc.x < p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round lower right corner p = float2(extent.x+extent.z-s, extent.y+s); if (dc.x > p.x && dc.y < p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper left corner p = float2(extent.x+s,extent.y+extent.w-s); if (dc.x < p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } // Round upper right corner p = float2(extent.x+extent.z-s, extent.y+extent.w-s); if (dc.x > p.x && dc.y > p.y) { float2 d = abs(dc - p); ratio = min(d.x,d.y)/max(d.x,d.y); ratio = sqrt(1.0 + ratio*ratio); return (dc - p)*ratio + p; } return dc; }
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141
Mar ’25
Loosing display when zooming UIView on Mac (Designed for IPad) while IPad version works fine with same zoom level
I have a UIView that displays lines, and I zoom in (scale by 2 on the scroll view zoomScale variable containing the UIView). As I zoom in, on the Mac version (Designed for IPad) I loose the graphic after a certain number of zooms (the scrollView maximumZoomScale is set at 10). To ensure that lines are correctly represented, I modify the contentScaleFactor variable on the UIView; otherwise, the line's display is pixelated. On the IPad (simulator and real) I do not loose the graphic when zooming. So the Mac port of the UIView drawing is not working as the IPad version. Everything else of the application works fine except this important details. I already submitted a feedback request (#FB16829106) with the images showing the problem. I need a solution to this problem. Thanks.
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112
Mar ’25
Issues with installing Game Porting Toolkit 2.1
I am trying to install the Game Porting Toolkit 2.1 according to the Readme file provided with the toolkit. When I run the following command: WINEPREFIX=~/my-game-prefix brew --prefix game-porting-toolkit/bin/wine64 winecfg I get an error message: zsh: no such file or directory: /usr/local/opt/game-porting-toolkit/bin/wine64 I don't know how to resolve this. When I type in the command which brew , I get the path /usr/local/bin/brew What am I doing wrong?
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378
Apr ’25
Score range of ImageAestheticsScoresObservation in Vision framework
Hi everyone, I'm using the Vision framework’s ImageAestheticsScoresObservation class (https://developer.apple.com/documentation/vision/imageaestheticsscoresobservation). I noticed that the overallScore returned sometimes gives negative values. Could someone confirm whether the expected range of the score is from -1.0 to 1.0? The documentation doesn’t explicitly state the possible score range, so I’d appreciate any clarification or insights. Thanks in advance!
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166
Apr ’25