Troubles with iOS demo


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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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