Questions tagged [metal]
Metal is Apple's proprietary hardware-accelerated graphics API for macOS, iOS and tvOS.
24 questions
0 votes
1 answer
160 views
Is there any way at all to correctly texture an 8-vertex cube?
I have an 8 vertex cube whose vertices are defined like so: ...
1 vote
2 answers
605 views
How do you handle shaders/graphics while remaining cross-platform?
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 ...
0 votes
1 answer
632 views
Is instanced rendering any different from indexing seperate buffers using div and mod in the shader?
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 ...
0 votes
1 answer
163 views
How to compute visible area of a sphere
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 ...
0 votes
1 answer
234 views
Why might performance of a Rust-sdl2 project be better while profiling?
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 ...
0 votes
0 answers
639 views
Very basic question: Passing data in fragment shader to next frame (Metal)
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 ...
1 vote
1 answer
1k views
Rendering voxel data efficiently
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 ...
0 votes
0 answers
255 views
Why is Metal is rendering textures SLIGHTLY darker than they should be?
I already checked this question. Using [MTKTextureLoader.Option.SRGB : false] in texture loader options doesn't work. All that happens is when I do ...