Thomas Harte
bdcf266e45
Having learnt a bit more: eliminates Metal attribute
tags, switches to more natural expression of structs.
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Also thereby eliminates the need for a forced alignas(4) on various structs.
2020-08-08 17:27:32 -04:00
Thomas Harte
edf41b06fd
Eliminates the quad buffer.
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Vertices can be adduced from vertex ID.
2020-08-08 17:12:49 -04:00
Thomas Harte
38960a08d6
Adds adjustment for display aspect ratio.
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While also realising that I appear to be getting away without an MTLVertexDescriptor for Scans. Maybe OpenGL has prejudiced me, and they're actually optional for interleaved data?
2020-08-07 22:29:24 -04:00
Thomas Harte
fbda7aab23
Does just enough to get the correct (aspect ratio aside) output of scan outlines.
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So, up next, can I start streaming these things?
2020-08-07 22:20:01 -04:00
Thomas Harte
c575aa0640
Adds a buffer for scans, and posts two test instances.
2020-08-07 22:03:54 -04:00
Thomas Harte
4421acef34
Gets some uniforms in on the action.
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With some effort towards scans, but incompletely so.
2020-08-07 21:19:17 -04:00
Thomas Harte
219923bd63
Reduces vertex size, draws a quad.
2020-08-05 21:33:25 -04:00
Thomas Harte
7551782a25
Switches to interleaved vertex data.
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This more closely relates to what I actually want to do.
2020-08-05 17:27:43 -04:00
Thomas Harte
eff24a8726
My first baby steps in Metal continue; here's a triangle.
2020-08-04 21:49:01 -04:00
Thomas Harte
72df6e52cd
This is possibly at least dispatching an empty command buffer correctly.
2020-08-04 19:44:56 -04:00
Thomas Harte
e235a45abb
Breaks all output.
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... by switching out NSOpenGLView for MKLView with no drawing infrastructure yet in place.
2020-08-04 18:22:14 -04:00