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Questions tagged [metal]

Metal is Apple's proprietary hardware-accelerated graphics API for macOS, iOS and tvOS.

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1 answer
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I have an 8 vertex cube whose vertices are defined like so: ...
CPlus's user avatar
  • 153
1 vote
2 answers
605 views

I'm building a C++ based game engine, and I have my ECS complete as well as some basic components for stuff like graphics & audio. However, I'm currently using a custom interface on top of SFML ...
Spencer Rosas-Gunn's user avatar
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1 answer
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As far as I can tell instanced rendering is simply a way to separate a single vertex buffer into a buffer for vertex-specific data and instance-specific data. This could be useful for rendering ...
CPlus's user avatar
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1 answer
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I have a number of spheres in my scene. I also have another object that I want to scale depending on the amount of a selected sphere that is visible (it can be occluded by multiple other spheres ...
BinaryGuy's user avatar
  • 141
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1 answer
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I'm making a simple SDL2-based Rust game, on an OSX laptop. Graphics mostly involves drawing lots of colored squares to the screen. Performance is really slow for what I'm doing, so I decided to ...
sclamons's user avatar
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0 answers
639 views

I am casually trying to learn a bit about writing simple fragment shaders, in particular using Metal API. I have been experimenting in KodeLife. As a simple example, I am trying to remake the Double ...
Heidar's user avatar
  • 101
1 vote
1 answer
1k views

With Metal, I need to pass in an array of primitives to the GPU to be rendered. I'm making a terrain-based voxel game like Minecraft, but I have a problem. foring ...
user144953's user avatar
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0 answers
255 views

I already checked this question. Using [MTKTextureLoader.Option.SRGB : false] in texture loader options doesn't work. All that happens is when I do ...
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