In the Creating A 3D Application With Hydra Rendering tutorial on the Apple Developer website, on the last step where I execute this command:
cmake -S ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ -B ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/
I keep getting an error:
CMake Error at CMakeLists.txt:5 (include):
include could not find requested file:
/Users/macuser/USDInstall/bin/pxrConfig.cmake
I've tried to follow the instructions as mentioned in the README.md file included in the project files at least 5 times as well as moving the pxrConfig.cmake file around and copying it in different folders, then executed the command and was still unsuccessful into generating the proper file expected to compile and render the HydraPlayer renderer. How do I get cmake to generate the Xcode file to create the HydraPlayer renderer?
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OpenGL
RSS for tagCreate and manage OpenGL rendering contexts for use in macOS, and perform operations on drawable objects.
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Sto cercando di creare un PDF che, a seconda del sistema operativo, utilizzi un font diverso. Visto che mi è capitato di scaricare da Internet un PDF che veniva visualizzato con con Arial su Windows e con Helvetica su iOS/macOS (anche su siti di drive, OneDrive )
vorrei creare un PDF che venga visualizzato con Arial su Windows e con Helvetica su iOS/macOS, sfruttando i meccanismi di fallback dei font di sistema (senza incorporare i font nel PDF).
Ho provato a:
• Scrivere il documento in Arial da Word su Windows;
• Scrivere il documento in Helvetica da Word su Windows;
• Disattivare l’incorporamento dei font nel salvataggio PDF su “Word”;
Tuttavia, su iOS , in app come Onedrive, il PDF continua a visualizzarsi in Arial
C’è un modo per:
Evitare che iOS usi Arial se presente?
Far sì che venga usato Helvetica come fallback?
mi interessa anche capire se si può impedire ad iOS di usare Arial in lettura PDF.
Qualcuno ha affrontato un caso simile o conosce un modo affidabile per ottenere questo comportamento cross-platform?
I have used the Mac M1 and M4.
Developing OpenGL projects on machines running macOS 15.2 and 13.6.
Call the OpenGL library functions of Mac.
glTexImage2D
If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500.
It makes me unable to draw normally on Mac.
What's the reason for this? Don't they support it?
I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit.
The problem is that if I have a scene with a non-positional light, everything works great. If I add a positional spotlight the two lights interact, and I get incorrect results.
This problem does not occur on X86_64 Macs. It does occur when the app is X86_64 running under Rosetta or native ARM64.
So it's either an Apple Silicon OpenGL driver behaviour my code is triggering, or something with the on-chip Apple Silicon graphics.
Here is the "normal" case: the spotlight is to the right:
Here, I have moved the spotlight down (Y = 1). Notice the black areas on the cube. That's incorrect.
Now, I turn off the spotlight by commenting out the "makeALight" call for the spotlight (light 6). Now, the cube is evenly lit.
Here is the test code I use to generate the lights. You will need to install glfw with brew to build it.
main.cpp
Hello,
I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath.
As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL?
I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation...
Thanks