Metal-Tutorial | LWJGL OpenGL Tutorials by Thin Matrix | iOS library
kandi X-RAY | Metal-Tutorial Summary
kandi X-RAY | Metal-Tutorial Summary
There's no code changes as this tutorial provides background on how programmable graphics pipelines and shaders work. Most of the material applies directly to Metal which uses the Metal Shading Language for coding shaders rather than GLSL.
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QUESTION
I've been learning Metal for iOS / OSX, and I began by following a Ray Wenderlich tutorial. This tutorial works fine but it makes no mention of MTLVertexAttributeDescriptors
.
Now that I'm developing my own app, I'm getting weird glitches and I'm wondering if the fact that I don't use MTLVertexAttributeDescriptors
may be related to the problem.
What difference do they make? I've been able to make a variety of shaders with varying vertex structures and I never even knew about these things.
I know you use them to describe the layout of vertex components for use in a shader. For example a shader might use this structure for vertices, and it would be set up in a vertex descriptor in the function below.
...ANSWER
Answered 2017-Nov-01 at 00:59There are, of course, multiple ways of doing things. The vertex descriptor is only used for one of them.
For example, a vertex function might be declared like this:
QUESTION
I'm reading a Metal tutorial on raywenderlich.com, where it introduces a pure Swift float4x4 helper class. 99% it's just wrapper around GLKit functions, except one function which really puzzles me:
...ANSWER
Answered 2018-Jan-18 at 17:54Quoting from this forum question
OpenGL uses different clip-space coordinates than Metal (in GL, z goes from -1 to 1, while in Metal z goes from 0 to 1), so using GLKMatrix4MakePerspective doesn't give you a matrix that properly transforms from eye space to clip space. Instead, it transforms half of the viewing volume behind the eye, causing sometimes-subtle clipping and culling issues. You can fix up the matrix you get back from GLK by setting the matrix elements that are relevant to depth by adding the following code to makePerspectiveViewAngle:
let zs = farZ / (nearZ - farZ)
q[2][2] = zs
q[3][2] = zs * nearZ
QUESTION
I have gone through https://www.raywenderlich.com/146414/metal-tutorial-swift-3-part-1-getting-started. For every frame
...ANSWER
Answered 2017-May-09 at 21:43You would typically use a new render command encoder for each frame. Anything you did with the previous render command encoder, like setting vertex buffers or fragment textures, is "lost" when that encoder is ended and you drop any references to it. So, yes, you need to set buffers and textures again.
However, that should not be expensive. Both of those methods just put a reference to the buffer or texture into a table. It's cheap. If you haven't modified their contents on the CPU, no data has to be copied. It shouldn't cause any state compilation, either. (Apple has said a design goal of Metal is to avoid any implicit state compilation. It's all explicit, such as when creating a render pipeline state object from a render pipeline descriptor.)
You need to profile your app to figure out what's limiting your frame rate, rather than guessing.
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