Chapter 4 (Third Edition) shader validation error
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4
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778
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September 6, 2023
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I have a question about UV
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8
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256
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August 4, 2023
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Objects that rotate with the camera
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6
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161
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August 4, 2023
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How to use MTLRenderPipelineReflection?
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0
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261
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August 1, 2023
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Why is the Texture not being applied to Quad?
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2
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366
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July 22, 2023
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Chapter 16: handling 2D and 3D inputs
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6
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529
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July 17, 2023
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Metal-cpp and SwiftUI
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3
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681
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July 10, 2023
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Are parallel views possible
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6
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439
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July 9, 2023
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[Chapter 23] challenge project
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4
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329
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June 26, 2023
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GPU-driven for dynamic scenes? (Chap. 26)
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9
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340
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June 11, 2023
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Use of .read in fragment function for MTLTexture
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3
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389
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June 7, 2023
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Chapter 31: Is triple buffering needed when using setVertexBytes?
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1
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244
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June 7, 2023
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Chapter 7 Checkerboard fragment
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1
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185
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May 30, 2023
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[Chapter 13: Shadows] Shadow Depth Texture Blank
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3
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180
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May 26, 2023
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C++ knowledge for metal requirement
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1
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241
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May 14, 2023
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Question about input coordinates in fragment shader
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1
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406
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October 11, 2022
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Metal Soft Shadows
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6
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435
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April 25, 2023
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Chapter 8: Final project produces two different views in iOS and macOS?
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9
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270
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April 19, 2023
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Chapter 8: No Question, Just a remark
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4
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175
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April 19, 2023
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Chapters 6 & 9: World space (losing control of the camera)
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3
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182
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April 18, 2023
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Chap 3 Resourses: MetalView.Swift seems to be hanging my mac
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9
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252
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April 17, 2023
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[Chapter 5] Gray triangle position
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2
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204
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April 5, 2023
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Loading a .obj asset
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4
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336
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March 28, 2023
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Multiple Metal Views in a SwiftUI View
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2
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344
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March 16, 2023
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Lighting issue (or not?)
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4
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200
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March 11, 2023
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Metal resources clean up
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1
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219
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January 18, 2023
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Reconstructing GBuffer world position via depth or using extra .memoryless texture
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2
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227
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January 17, 2023
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[Chapter 10: Lighting Fundamentals] How to apply normal matrix in non-linearly case?
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3
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150
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January 17, 2023
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[Chapter 12: Render Passes] Object selection
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3
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210
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January 15, 2023
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CH 30 - how to do colored bloom?
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4
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283
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December 23, 2022
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