OpenGLES

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Create 3D and 2D graphics effects using OpenGL ES, a compact and efficient subset of OpenGL.

Posts under OpenGLES tag

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App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update? Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now. Appreciate any thoughts/insights....
3
0
636
Dec ’25
iOS 17.x Simulator (Xcode 15.4): OpenGL/EAGL app shows black screen or exits; clean SDL2 rebuild + flags fix it on 17.2 (17.5 still affected)
Context Host: macOS 14.7.6 on Apple Silicon (Mac mini M2) Xcode 15.4 Simulator runtimes installed: iOS 17.2, 17.4, 17.5 Tech stack: Kivy/kivy-ios, SDL2 (OpenGL ES/EAGL), Python 3.11 App type: minimal Kivy “Hello World” (no special entitlements, no camera/mic) Observed On iOS 17.5 Simulator the app often shows a black screen or exits immediately (no crash dialog). On iOS 17.2 Simulator the same build runs fine (after a clean rebuild of SDL2 and proper xcodebuild flags). What fixed it for 17.2 Clean rebuild of SDL2 (no cached artifacts), then build python/kivy/app. xcodebuild WITHOUT OTHER_CFLAGS="-Umain -DSDL_MAIN_HANDLED". Typical flags: ONLY_ACTIVE_ARCH=YES, EXCLUDED_ARCHS="i386 x86_64", IPHONEOS_DEPLOYMENT_TARGET=16.0. Optionally enforcing EAGL RGBA8 + retained backing + opaque helped when testing, but the clean SDL2 rebuild already resolved black screen on 17.2. Still problematic 17.5 Simulator still exhibits black screen/early exit for this OpenGL ES path (no clear console/crash signal). Real devices are fine. Questions Is there a known regression or change in iOS 17.5 Simulator related to EAGL/OpenGL ES contexts or presentation? Any recommended Simulator settings/workarounds for GL/EAGL apps on 17.5? References Repro, scripts and notes (GitHub Discussion): <https://github.com/orgs/kivy/discussions/62 > Gist with scripts (create/boot iOS 17.2 simulator, clean scripts, recipe notes): https://gist.github.com/wolfgang-coder/7e88636fb3f19b492d565e982575939d (We avoid posting Bundle IDs, certificate details, or real UDIDs. Happy to provide sanitized logs if useful.)
0
0
162
Oct ’25
OpenGL ES support on Apple Silicon Simulators
Hey folks, I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max). The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following: I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351) Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;) Any suggestions appreciated!
10
0
2.7k
Mar ’25
CATransaction commit() crashed on background thread [EXC_BREAKPOINT: com.apple.root.****-qos.cooperative]
Problem Description We are developing a app for iOS and iPadOS that involves extensive custom drawing of paths, shapes, texts, etc. To improve drawing and rendering speed, we use CARenderer to generate cached images (CGImage) on a background thread. We adopted this approach based on this StackOverflow post: https://stackoverflow.com/a/75497329/9202699. However, we are experiencing frequent crashes in our production environment that we can hardly reproduce in our development environment. Despite months of debugging and seeking support from DTS and the Apple Feedback platform, we have not been able to fully resolve this issue. Our recent crash reports indicate that the crashes occur when calling CATransaction.commit(). We suspect that CATransaction may not be functioning properly outside the main thread. However, based on feedback from the Apple Feedback platform, we were advised to use CATransaction.begin() and CATransaction.commit() on a background thread. If anyone has any insights, we would greatly appreciate it. Code Sample The line CATransaction.commit() is causing the crash: [EXC_BREAKPOINT: com.apple.root.****-qos.cooperative] private let transactionLock = NSLock() // to ensure one transaction at a time private let device = MTLCreateSystemDefaultDevice()! @inline(never) static func drawOnCGImageWithCARenderer( layerRect: CGRect, itemsToDraw: [ItemsToDraw] ) -> CGImage? { // We have encapsulated everything related to CALayer and its // associated creations and manipulations within CATransaction // as suggested by engineers from Apple Feedback Portal. transactionLock.lock() CATransaction.begin() // Create the root layer. let layer = CALayer() layer.bounds = layerRect layer.masksToBounds = true // Add one sublayer for each item to draw itemsToDraw.forEach { item in // We have thousands or hundred thousands of drawing items to add. // Each drawing item may produce a CALayer, CAShapeLayer or CATextLayer. // This is also why we want to utilise CARenderer to leverage GPU rendering. layer.addSublayer( item.createCALayerOrCATextLayerOrCAShapeLayer() ) } // Create MTLTexture and CARenderer. let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor( pixelFormat: .rgba8Unorm, width: Int(layer.frame.size.width), height: Int(layer.frame.size.height), mipmapped: false ) textureDescriptor.usage = [MTLTextureUsage.shaderRead, .shaderWrite, .renderTarget] let texture = device.makeTexture(descriptor: textureDescriptor)! let renderer = CARenderer(mtlTexture: texture) renderer.bounds = layer.frame renderer.layer = layer.self /* ********************************************************* */ // From our crash report, this is where the crash happens. CATransaction.commit() /* ********************************************************* */ transactionLock.unlock() // Rendering layers onto MTLTexture using CARenderer. renderer.beginFrame(atTime: 0, timeStamp: nil) renderer.render() renderer.endFrame() // Draw MTLTexture onto image. guard let colorSpace = CGColorSpace(name: CGColorSpace.sRGB), let ciImage = CIImage(mtlTexture: texture, options: [.colorSpace: colorSpace]) else { return nil } // Convert CIImage to CGImage. let context = CIContext() return context.createCGImage(ciImage, from: ciImage.extent) }
0
1
554
Jan ’25
Why doesn't mac opengl support alpha textures?
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?
2
0
794
Jan ’25
Error when building Maui project for macCatalyst
I'm trying to build and run a Maui project but keep getting the following error: I'm using JetBrains Rider and I have it set not to build for iOS but I can't seem to get past this message. I'm using an Apple Silicon Mac, the project is cross platform, builds and runs fine on Windows. The problem seems to be with libSDL2.a. Has anyone encountered this error before? If so any suggestions on what to do about it?
1
0
511
Nov ’24
Wrong hitTest results in iOS 17.2
We’re experiencing an issue with wrong SceneKit hit testing results in iOS 17.2 compared with iOS 16.1 when using the either Metal or OpenGLES2 engines. Tapping on a 3D model to place a SCNNode // pointInScene: tapped point let hitResults = sceneView.hitTest(pointInScene, options: nil) return hitResults.first { $0.node.name?.compare("node_name") == .orderedSame }
3
0
1.1k
Sep ’24
Launch screen is black when using UIImageView in storyboard
I'm trying to add an SVG image to my launch screen. The SVG image is working fine in the main storyboard also used in a UIImageView, but the launch screen remains completely black; the launch screen is set with white background, so it seems to be completely ignored. When I remove the image from the UIImageView the launch screen is shown with correct background color but of course without the whished image. I can also correctly implement text in the launch screen, the launch screen shows the text and the background color correctly. As soon as I define an image from the asset catalogue for the UIImageView in the launch screen, the launch screen is completely black not showing anything. I tried also with a simple png image-set instead of the SVG image, but still the same issue. How can I implement a SVG image in my launch screen?
2
0
892
Jul ’24
Crash in glDrawElements() on Apple Silicon Vision Pro Simulator
Hi, we've been developing an iOS game using OpenGL ES, trying running compatible iOS app on Vision Pro Simulator on M1 Mac, but we met a strange EXC_BAD_ACCESS crash in glDrawElements(), while the app run normally on ios or ipad simulators with the same developing environment. The stack like following: Our Mac is a Mac Studio(2022) with Apple M1 Max and MacOS 14.1.2. Xcode: Version 15.3 (15E204a) Simulator OS: Vision OS 1.1
1
1
1k
Jul ’24
Gamma issue when display linear color
Hi, I'm displaying linear gray by CAMetalLayer with the shader below. fragment float4 fragmentShader(VertexOut in [[stage_in]], texture2d<float, access::sample> BGRATexture [[ texture(0) ]]) { float color = in.texCoordinates.x; return float4(float3(color), 1.0); } And my CAMetalLayer has been set to linearSRGB. metalLayer.colorspace = CGColorSpace(name: CGColorSpace.linearSRGB) metalLayer.pixelFormat = .bgra8Unorm Why the display seem add gamma? Apparently the middle gray is 187 but not 128.
1
0
1.2k
Mar ’24
OpenGL on future iPhones and Macs?
Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
16
0
8.4k
Dec ’23
iOS OpenGLES crashed (gfxFreeTextureLevel)
We deliver rendering SDKs backended with OpenGLES to our customers. recently, we recieve many feedbacks about occasional crashes on iOS devices, the crash stacks are very similar: 0 libsystem_kernel.dylib 0x00000001bba0e9e8 0x1bba08000 + 27112 __pthread_kill (in libsystem_kernel.dylib) + 8 1 libsystem_c.dylib 0x000000018be5b0b4 0x18be3c000 + 127156 abort (in libsystem_c.dylib) + 120 2 libGFXShared.dylib 0x00000001c2030600 0x1c202d000 + 13824 gfxFreeTextureLevel (in libGFXShared.dylib) + 0 3 GLEngine 0x00000001c1f5e390 0x1c1f4c000 + 74640 glTexImage2D_Exec (in GLEngine) + 1064 4 OpenGLES 0x00000001c2017f00 0x1c2015000 + 12032 glTexImage2D (in OpenGLES) + 80 The above crash does not look like an OpenGLES background running failure, is any one could share some suggestion about this? Thanks a lot!
1
1
1.5k
May ’23
WebGL issues after iOS 16.4 update.
Apps like: https://www.clicktorelease.com/code/codevember-2017/shredder-redux/ https://lab.cheron.works/webgl-gpgpu-particles/ seem to stop working with the latest iOS update(in Safari and Chrome). Those applications are particle simulations that read from texture(those are high precision textures, which also may be a lead) in vertex shader. I have my own similar application which is also broken. And no error messages in console. Is this a known issue?
5
2
4.6k
Apr ’23
Xcode shader debug function is not available
I have two versions of xcode installed on my mac, 14.2 and 13.4. Both versions of the GPU capture frame have no way to debug the shader, the debug button is always unclickable when a pixel is selected, the 14.2 version can't even view the code of the shader, and the performance function doesn't work. My environment is macos monterey 12.6, Xcode 13.4 & 14.2, opengles 3.0, iphone12pro 15.3.1 What is the cause of this situation?
0
0
944
Jan ’23
iOS 16.1 crashes on UIKitCore: _UITouchSetBasicTouchPropertiesFromEvent
Hi Team, We recently got some crashes on iOS 16.1 devices (it does not occur on older iOS versions). But we are not able to get any meaningful message. Please help to indicate these. crashlog.crash crashlog.crash com.mmmmmm.ww.aaaa.DDDDDDD_issue_b9401f5948846d4b6f92cf9cc7cc73c8_crash_session_5f57327852df4e88ae6061fa71a8bbf4_DNE_0_v2_stacktrace.txt com.mmmmmm.ww.aaaa.DDDDDDD_issue_14bc39402713cb9c9679543dde6dd923_crash_session_5f97a2c385214714874b018f01d8b8de_DNE_0_v2_stacktrace.txt com.mmmmmm.ww.aaaa.DDDDDDD_issue_f86f68b021e187c37cc59fd29184581f_crash_session_b6238e9aa00644c3818a58abdd84aa14_DNE_0_v2_stacktrace.txt
0
0
1.8k
Nov ’22
App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update? Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now. Appreciate any thoughts/insights....
Replies
3
Boosts
0
Views
636
Activity
Dec ’25
iOS 17.x Simulator (Xcode 15.4): OpenGL/EAGL app shows black screen or exits; clean SDL2 rebuild + flags fix it on 17.2 (17.5 still affected)
Context Host: macOS 14.7.6 on Apple Silicon (Mac mini M2) Xcode 15.4 Simulator runtimes installed: iOS 17.2, 17.4, 17.5 Tech stack: Kivy/kivy-ios, SDL2 (OpenGL ES/EAGL), Python 3.11 App type: minimal Kivy “Hello World” (no special entitlements, no camera/mic) Observed On iOS 17.5 Simulator the app often shows a black screen or exits immediately (no crash dialog). On iOS 17.2 Simulator the same build runs fine (after a clean rebuild of SDL2 and proper xcodebuild flags). What fixed it for 17.2 Clean rebuild of SDL2 (no cached artifacts), then build python/kivy/app. xcodebuild WITHOUT OTHER_CFLAGS="-Umain -DSDL_MAIN_HANDLED". Typical flags: ONLY_ACTIVE_ARCH=YES, EXCLUDED_ARCHS="i386 x86_64", IPHONEOS_DEPLOYMENT_TARGET=16.0. Optionally enforcing EAGL RGBA8 + retained backing + opaque helped when testing, but the clean SDL2 rebuild already resolved black screen on 17.2. Still problematic 17.5 Simulator still exhibits black screen/early exit for this OpenGL ES path (no clear console/crash signal). Real devices are fine. Questions Is there a known regression or change in iOS 17.5 Simulator related to EAGL/OpenGL ES contexts or presentation? Any recommended Simulator settings/workarounds for GL/EAGL apps on 17.5? References Repro, scripts and notes (GitHub Discussion): &lt;https://github.com/orgs/kivy/discussions/62 &gt; Gist with scripts (create/boot iOS 17.2 simulator, clean scripts, recipe notes): https://gist.github.com/wolfgang-coder/7e88636fb3f19b492d565e982575939d (We avoid posting Bundle IDs, certificate details, or real UDIDs. Happy to provide sanitized logs if useful.)
Replies
0
Boosts
0
Views
162
Activity
Oct ’25
OpenGL ES support on Apple Silicon Simulators
Hey folks, I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max). The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following: I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351) Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;) Any suggestions appreciated!
Replies
10
Boosts
0
Views
2.7k
Activity
Mar ’25
CATransaction commit() crashed on background thread [EXC_BREAKPOINT: com.apple.root.****-qos.cooperative]
Problem Description We are developing a app for iOS and iPadOS that involves extensive custom drawing of paths, shapes, texts, etc. To improve drawing and rendering speed, we use CARenderer to generate cached images (CGImage) on a background thread. We adopted this approach based on this StackOverflow post: https://stackoverflow.com/a/75497329/9202699. However, we are experiencing frequent crashes in our production environment that we can hardly reproduce in our development environment. Despite months of debugging and seeking support from DTS and the Apple Feedback platform, we have not been able to fully resolve this issue. Our recent crash reports indicate that the crashes occur when calling CATransaction.commit(). We suspect that CATransaction may not be functioning properly outside the main thread. However, based on feedback from the Apple Feedback platform, we were advised to use CATransaction.begin() and CATransaction.commit() on a background thread. If anyone has any insights, we would greatly appreciate it. Code Sample The line CATransaction.commit() is causing the crash: [EXC_BREAKPOINT: com.apple.root.****-qos.cooperative] private let transactionLock = NSLock() // to ensure one transaction at a time private let device = MTLCreateSystemDefaultDevice()! @inline(never) static func drawOnCGImageWithCARenderer( layerRect: CGRect, itemsToDraw: [ItemsToDraw] ) -> CGImage? { // We have encapsulated everything related to CALayer and its // associated creations and manipulations within CATransaction // as suggested by engineers from Apple Feedback Portal. transactionLock.lock() CATransaction.begin() // Create the root layer. let layer = CALayer() layer.bounds = layerRect layer.masksToBounds = true // Add one sublayer for each item to draw itemsToDraw.forEach { item in // We have thousands or hundred thousands of drawing items to add. // Each drawing item may produce a CALayer, CAShapeLayer or CATextLayer. // This is also why we want to utilise CARenderer to leverage GPU rendering. layer.addSublayer( item.createCALayerOrCATextLayerOrCAShapeLayer() ) } // Create MTLTexture and CARenderer. let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor( pixelFormat: .rgba8Unorm, width: Int(layer.frame.size.width), height: Int(layer.frame.size.height), mipmapped: false ) textureDescriptor.usage = [MTLTextureUsage.shaderRead, .shaderWrite, .renderTarget] let texture = device.makeTexture(descriptor: textureDescriptor)! let renderer = CARenderer(mtlTexture: texture) renderer.bounds = layer.frame renderer.layer = layer.self /* ********************************************************* */ // From our crash report, this is where the crash happens. CATransaction.commit() /* ********************************************************* */ transactionLock.unlock() // Rendering layers onto MTLTexture using CARenderer. renderer.beginFrame(atTime: 0, timeStamp: nil) renderer.render() renderer.endFrame() // Draw MTLTexture onto image. guard let colorSpace = CGColorSpace(name: CGColorSpace.sRGB), let ciImage = CIImage(mtlTexture: texture, options: [.colorSpace: colorSpace]) else { return nil } // Convert CIImage to CGImage. let context = CIContext() return context.createCGImage(ciImage, from: ciImage.extent) }
Replies
0
Boosts
1
Views
554
Activity
Jan ’25
Why doesn't mac opengl support alpha textures?
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?
Replies
2
Boosts
0
Views
794
Activity
Jan ’25
Error when building Maui project for macCatalyst
I'm trying to build and run a Maui project but keep getting the following error: I'm using JetBrains Rider and I have it set not to build for iOS but I can't seem to get past this message. I'm using an Apple Silicon Mac, the project is cross platform, builds and runs fine on Windows. The problem seems to be with libSDL2.a. Has anyone encountered this error before? If so any suggestions on what to do about it?
Replies
1
Boosts
0
Views
511
Activity
Nov ’24
Error when building Maui project for macCatalyst
I'm tying to build and run a Maui project on Mac and keep getting the following error: I'm using JetBrains Rider and even though I have it set not to build for iOS I can't get past this error. Other possibly useful infos: OpenGL Silk.NET running on Apple Silicon cross platform project, builds and runs fine on Windows
Replies
0
Boosts
0
Views
403
Activity
Nov ’24
Wrong hitTest results in iOS 17.2
We’re experiencing an issue with wrong SceneKit hit testing results in iOS 17.2 compared with iOS 16.1 when using the either Metal or OpenGLES2 engines. Tapping on a 3D model to place a SCNNode // pointInScene: tapped point let hitResults = sceneView.hitTest(pointInScene, options: nil) return hitResults.first { $0.node.name?.compare("node_name") == .orderedSame }
Replies
3
Boosts
0
Views
1.1k
Activity
Sep ’24
Launch screen is black when using UIImageView in storyboard
I'm trying to add an SVG image to my launch screen. The SVG image is working fine in the main storyboard also used in a UIImageView, but the launch screen remains completely black; the launch screen is set with white background, so it seems to be completely ignored. When I remove the image from the UIImageView the launch screen is shown with correct background color but of course without the whished image. I can also correctly implement text in the launch screen, the launch screen shows the text and the background color correctly. As soon as I define an image from the asset catalogue for the UIImageView in the launch screen, the launch screen is completely black not showing anything. I tried also with a simple png image-set instead of the SVG image, but still the same issue. How can I implement a SVG image in my launch screen?
Replies
2
Boosts
0
Views
892
Activity
Jul ’24
Crash in glDrawElements() on Apple Silicon Vision Pro Simulator
Hi, we've been developing an iOS game using OpenGL ES, trying running compatible iOS app on Vision Pro Simulator on M1 Mac, but we met a strange EXC_BAD_ACCESS crash in glDrawElements(), while the app run normally on ios or ipad simulators with the same developing environment. The stack like following: Our Mac is a Mac Studio(2022) with Apple M1 Max and MacOS 14.1.2. Xcode: Version 15.3 (15E204a) Simulator OS: Vision OS 1.1
Replies
1
Boosts
1
Views
1k
Activity
Jul ’24
does ios supports opengl es3.x?
can i use the es3.1 api in code?
Replies
3
Boosts
0
Views
1.1k
Activity
May ’24
Unable to install MongoDB OpenGL on my MacBook Pro M1 system
Help!!!
Replies
1
Boosts
0
Views
816
Activity
Apr ’24
Gamma issue when display linear color
Hi, I'm displaying linear gray by CAMetalLayer with the shader below. fragment float4 fragmentShader(VertexOut in [[stage_in]], texture2d<float, access::sample> BGRATexture [[ texture(0) ]]) { float color = in.texCoordinates.x; return float4(float3(color), 1.0); } And my CAMetalLayer has been set to linearSRGB. metalLayer.colorspace = CGColorSpace(name: CGColorSpace.linearSRGB) metalLayer.pixelFormat = .bgra8Unorm Why the display seem add gamma? Apparently the middle gray is 187 but not 128.
Replies
1
Boosts
0
Views
1.2k
Activity
Mar ’24
Can I still release app using opengl es2?
I know opengl is marked as deprecated since ios12 but I have an old project using it and I want to update some feature of it then release the update version. So I'm wondering if I can still release an app using opengl to app store currently? (I know it's better to shift to MetalKit but for some reason I want to cut the cost if I can. )
Replies
2
Boosts
0
Views
1.5k
Activity
Mar ’24
OpenGL on future iPhones and Macs?
Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
Replies
16
Boosts
0
Views
8.4k
Activity
Dec ’23
iOS OpenGLES crashed (gfxFreeTextureLevel)
We deliver rendering SDKs backended with OpenGLES to our customers. recently, we recieve many feedbacks about occasional crashes on iOS devices, the crash stacks are very similar: 0 libsystem_kernel.dylib 0x00000001bba0e9e8 0x1bba08000 + 27112 __pthread_kill (in libsystem_kernel.dylib) + 8 1 libsystem_c.dylib 0x000000018be5b0b4 0x18be3c000 + 127156 abort (in libsystem_c.dylib) + 120 2 libGFXShared.dylib 0x00000001c2030600 0x1c202d000 + 13824 gfxFreeTextureLevel (in libGFXShared.dylib) + 0 3 GLEngine 0x00000001c1f5e390 0x1c1f4c000 + 74640 glTexImage2D_Exec (in GLEngine) + 1064 4 OpenGLES 0x00000001c2017f00 0x1c2015000 + 12032 glTexImage2D (in OpenGLES) + 80 The above crash does not look like an OpenGLES background running failure, is any one could share some suggestion about this? Thanks a lot!
Replies
1
Boosts
1
Views
1.5k
Activity
May ’23
WebGL issues after iOS 16.4 update.
Apps like: https://www.clicktorelease.com/code/codevember-2017/shredder-redux/ https://lab.cheron.works/webgl-gpgpu-particles/ seem to stop working with the latest iOS update(in Safari and Chrome). Those applications are particle simulations that read from texture(those are high precision textures, which also may be a lead) in vertex shader. I have my own similar application which is also broken. And no error messages in console. Is this a known issue?
Replies
5
Boosts
2
Views
4.6k
Activity
Apr ’23
Xcode shader debug function is not available
I have two versions of xcode installed on my mac, 14.2 and 13.4. Both versions of the GPU capture frame have no way to debug the shader, the debug button is always unclickable when a pixel is selected, the 14.2 version can't even view the code of the shader, and the performance function doesn't work. My environment is macos monterey 12.6, Xcode 13.4 & 14.2, opengles 3.0, iphone12pro 15.3.1 What is the cause of this situation?
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944
Activity
Jan ’23
iOS 16.1 crashes on UIKitCore: _UITouchSetBasicTouchPropertiesFromEvent
Hi Team, We recently got some crashes on iOS 16.1 devices (it does not occur on older iOS versions). But we are not able to get any meaningful message. Please help to indicate these. crashlog.crash crashlog.crash com.mmmmmm.ww.aaaa.DDDDDDD_issue_b9401f5948846d4b6f92cf9cc7cc73c8_crash_session_5f57327852df4e88ae6061fa71a8bbf4_DNE_0_v2_stacktrace.txt com.mmmmmm.ww.aaaa.DDDDDDD_issue_14bc39402713cb9c9679543dde6dd923_crash_session_5f97a2c385214714874b018f01d8b8de_DNE_0_v2_stacktrace.txt com.mmmmmm.ww.aaaa.DDDDDDD_issue_f86f68b021e187c37cc59fd29184581f_crash_session_b6238e9aa00644c3818a58abdd84aa14_DNE_0_v2_stacktrace.txt
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1.8k
Activity
Nov ’22
OpenGL crashes (iOS 16)
OpenGL crashes when I call 'presentRenderBuffer' in iOS 16 beta. It works fine with iOS 15 or below.
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4
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2.6k
Activity
Oct ’22