Warren Moore

Results 32 comments of Warren Moore

I'm not sure what your use case is, but the code in [GLTFKTX2Support.m](https://github.com/warrenm/GLTFKit2/blob/master/GLTFKit2/GLTFKit2/impl/GLTFKTX2Support.m) is pretty straightforward and has no additional dependencies besides libktx. If you're using libktx from Swift (with...

@MattGuerrette You sure about that? Even if Image I/O notionally knows what KTX2 is, `MTKTextureLoader` on iOS 18 fails to load every single KTX2 file in [this sample repo](https://github.com/donmccurdy/KTX2-Samples), so...

Fair enough, though I notice that when I use `MTKTextureLoader` to load your files, they wind up as textures with a pixel format of `MTLPixelFormatBGRA8Unorm_sRGB`, which seems odd. This sort...

Closing due to lack of activity and being off-topic.

Model I/O conversion is incomplete and not supported. However, as of 150183f, you should notice that you're at least able to load (and export) static models like the Kenney banner....

For getting glTF data into Metal buffers, you could just iterate the `GLTFBuffer`s in the asset and copy them directly to Metal buffers that you allocate. It somewhat depends on...

That's a null pointer dereference, so it could indicate that a previous allocation failed, though that's not the only possibility. 2.6GiB is a pretty high water mark for some devices....

One thing I notice is that if an app consumes a large amount of memory and the system has already identified that it is in a memory pressured state, it...

Sure thing. They don’t cover all failure cases, but they may turn up some interesting data, and should prevent a significant set of possible crashes.

After doing some spelunking, the cause of this issue seems to be a type mismatch between the value created in the [editor code](https://github.com/AcademySoftwareFoundation/MaterialX/blob/84984f0abeacacebdb8da58c7426bced3d005521/source/MaterialXView/Editor.cpp#L306) and the value type emitted by the...