Troubles with iOS demo


This topic contains 5 replies, has 2 voices, and was last updated by  Bill Hollings 2 years, 4 months ago.

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  • #767

    Thufir
    Participant

    Good day, I am game developer, I installed demo in my app and also in standard OpenGL Xcode template for game.

    But I can’t understand is working or not.
    I see in log:
    2015-12-10 16:50:49.874 TimeOfSilens[16920:5911307] Metal GPU Frame Capture Enabled
    2015-12-10 16:50:49.874 TimeOfSilens[16920:5911307] Metal API Validation Enabled
    [mgl-info] OpenGL functionality using Metal provided by MetalGL 0.10.0 (build 1) using 64-bit build.

    But “Capture GPU frame” is disabled, and render scene without watermark, so I think Metal isn’t working. I even can’t see fps
    (I am using Xcode 7.1.1 and testing apps on iPhone6 Plus)

    #768

    Bill Hollings
    Keymaster

    @thufir

    Make sure all of the app code has access to the MetalGL headers, and that you are not using pre-compiled code that can’t see the headers, like GLKit or SpriteKit components.

    You can use GLKView, but follow the instructions in the *EAGL and GLKit System Classes* section of the README-UserGuide.md document.

    …Bill

    #769

    Thufir
    Participant

    Bill,
    Thanks for answer. I found why it not work. I used wrong path to MetalGL/RedirectHeaders/include folder
    But I have trouble with glMapBufferRangeEXT() function.
    Is I understand your library not supported it.

    And I have question, what your library requirements for vertex format?

    #770

    Bill Hollings
    Keymaster

    @thufir

    What do you mean by “requirements for vertex format”?

    …Bill

    #771

    Thufir
    Participant

    What do you mean by “requirements for vertex format”?

    For example in our game we use this for keep vertex in buffer:

    struct CUSTOMVERTEX
    {
    float[3] v; //vertex
    float[3] vn; //normals
    uint32_t color; // The vertex color
    float tu, tv; //texture coordinates
    };

    This good for MetalGL, or it need change for best performances?

    #772

    Bill Hollings
    Keymaster

    @thufir

    Yes, as with OpenGL ES, MetalGL supports interleaved vertices.

    …Bill

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