iOS SceneKit SCNTechnique Metal vertex and fragment methods not work in iOS12
I have a dictionary file for the SCNSceneView.technique as below:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>targets</key>
<dict>
<key>rt_0</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
<key>rt_1</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
</dict>
<key>passes</key>
<dict>
<key>pass_final</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_final</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>blurSampler</key>
<string>rt_1</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>COLOR</string>
</dict>
</dict>
<key>pass_vert</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_vert</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_0</string>
</dict>
</dict>
<key>pass_hori</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_hori</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>rt_0</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_1</string>
</dict>
</dict>
</dict>
<key>sequence</key>
<array>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_final</string>
</array>
<key>symbols</key>
<dict>
<key>vertexSymbol</key>
<dict>
<key>semantic</key>
<string>vertex</string>
</dict>
</dict>
<key>reflectionResolutionScaleFactor</key>
<string>0.5</string>
</dict>
</plist>
The metal file for passes in the technique file is as below:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct custom_vertex_t
{
float4 position [[attribute(SCNVertexSemanticPosition)]];
};
constexpr sampler s = sampler(coord::normalized,
address::repeat,
filter::linear);
constexpr sampler sClamp = sampler(coord::normalized,
filter::linear);
struct out_vertex_t
{
float4 position [[position]];
float2 uv;
};
vertex out_vertex_t pass_through_vertex(custom_vertex_t in [[stage_in]])
{
out_vertex_t out;
out.position = in.position;
out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5 + 1.0);
return out;
};
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
constant float offset = { 0.0, 1.0, 2.0, 3.0, 4.0 };
constant float weight = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
fragment half4 pass_through_fragment_hori(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(offset[i], 0.0)/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(offset[i], 0.0)/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
}
fragment half4 pass_through_fragment_vert(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(0.0, offset[i])/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(0.0, offset[i])/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
};
fragment half4 pass_through_fragment_final(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]],
texture2d<float, access::sample> blurSampler [[texture(1)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv);
float4 BlurColor = blurSampler.sample( s, vert.uv) * 0.5;
FragmentColor.xyz += BlurColor.xyz;
return half4(FragmentColor);
}
Basically the technique is a post process blur filter with chained passes for a sceneView, it worked fine under iOS11 and Xcode9 before.
But after iOS12, I am receiving these error codes:
[SceneKit] Error: Pass XXX(all passes included) is not linked to the rendering graph and will be ignored check it's input/output
It seems that the vertex and fragment metal methods are not linked yet. But I don't know what has changed under iOS 12 and Xcode10.
Does anyone know how to fix the code?
shader metal xcode10 ios12 scntechnique
add a comment |
I have a dictionary file for the SCNSceneView.technique as below:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>targets</key>
<dict>
<key>rt_0</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
<key>rt_1</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
</dict>
<key>passes</key>
<dict>
<key>pass_final</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_final</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>blurSampler</key>
<string>rt_1</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>COLOR</string>
</dict>
</dict>
<key>pass_vert</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_vert</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_0</string>
</dict>
</dict>
<key>pass_hori</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_hori</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>rt_0</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_1</string>
</dict>
</dict>
</dict>
<key>sequence</key>
<array>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_final</string>
</array>
<key>symbols</key>
<dict>
<key>vertexSymbol</key>
<dict>
<key>semantic</key>
<string>vertex</string>
</dict>
</dict>
<key>reflectionResolutionScaleFactor</key>
<string>0.5</string>
</dict>
</plist>
The metal file for passes in the technique file is as below:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct custom_vertex_t
{
float4 position [[attribute(SCNVertexSemanticPosition)]];
};
constexpr sampler s = sampler(coord::normalized,
address::repeat,
filter::linear);
constexpr sampler sClamp = sampler(coord::normalized,
filter::linear);
struct out_vertex_t
{
float4 position [[position]];
float2 uv;
};
vertex out_vertex_t pass_through_vertex(custom_vertex_t in [[stage_in]])
{
out_vertex_t out;
out.position = in.position;
out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5 + 1.0);
return out;
};
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
constant float offset = { 0.0, 1.0, 2.0, 3.0, 4.0 };
constant float weight = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
fragment half4 pass_through_fragment_hori(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(offset[i], 0.0)/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(offset[i], 0.0)/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
}
fragment half4 pass_through_fragment_vert(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(0.0, offset[i])/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(0.0, offset[i])/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
};
fragment half4 pass_through_fragment_final(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]],
texture2d<float, access::sample> blurSampler [[texture(1)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv);
float4 BlurColor = blurSampler.sample( s, vert.uv) * 0.5;
FragmentColor.xyz += BlurColor.xyz;
return half4(FragmentColor);
}
Basically the technique is a post process blur filter with chained passes for a sceneView, it worked fine under iOS11 and Xcode9 before.
But after iOS12, I am receiving these error codes:
[SceneKit] Error: Pass XXX(all passes included) is not linked to the rendering graph and will be ignored check it's input/output
It seems that the vertex and fragment metal methods are not linked yet. But I don't know what has changed under iOS 12 and Xcode10.
Does anyone know how to fix the code?
shader metal xcode10 ios12 scntechnique
add a comment |
I have a dictionary file for the SCNSceneView.technique as below:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>targets</key>
<dict>
<key>rt_0</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
<key>rt_1</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
</dict>
<key>passes</key>
<dict>
<key>pass_final</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_final</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>blurSampler</key>
<string>rt_1</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>COLOR</string>
</dict>
</dict>
<key>pass_vert</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_vert</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_0</string>
</dict>
</dict>
<key>pass_hori</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_hori</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>rt_0</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_1</string>
</dict>
</dict>
</dict>
<key>sequence</key>
<array>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_final</string>
</array>
<key>symbols</key>
<dict>
<key>vertexSymbol</key>
<dict>
<key>semantic</key>
<string>vertex</string>
</dict>
</dict>
<key>reflectionResolutionScaleFactor</key>
<string>0.5</string>
</dict>
</plist>
The metal file for passes in the technique file is as below:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct custom_vertex_t
{
float4 position [[attribute(SCNVertexSemanticPosition)]];
};
constexpr sampler s = sampler(coord::normalized,
address::repeat,
filter::linear);
constexpr sampler sClamp = sampler(coord::normalized,
filter::linear);
struct out_vertex_t
{
float4 position [[position]];
float2 uv;
};
vertex out_vertex_t pass_through_vertex(custom_vertex_t in [[stage_in]])
{
out_vertex_t out;
out.position = in.position;
out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5 + 1.0);
return out;
};
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
constant float offset = { 0.0, 1.0, 2.0, 3.0, 4.0 };
constant float weight = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
fragment half4 pass_through_fragment_hori(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(offset[i], 0.0)/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(offset[i], 0.0)/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
}
fragment half4 pass_through_fragment_vert(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(0.0, offset[i])/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(0.0, offset[i])/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
};
fragment half4 pass_through_fragment_final(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]],
texture2d<float, access::sample> blurSampler [[texture(1)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv);
float4 BlurColor = blurSampler.sample( s, vert.uv) * 0.5;
FragmentColor.xyz += BlurColor.xyz;
return half4(FragmentColor);
}
Basically the technique is a post process blur filter with chained passes for a sceneView, it worked fine under iOS11 and Xcode9 before.
But after iOS12, I am receiving these error codes:
[SceneKit] Error: Pass XXX(all passes included) is not linked to the rendering graph and will be ignored check it's input/output
It seems that the vertex and fragment metal methods are not linked yet. But I don't know what has changed under iOS 12 and Xcode10.
Does anyone know how to fix the code?
shader metal xcode10 ios12 scntechnique
I have a dictionary file for the SCNSceneView.technique as below:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>targets</key>
<dict>
<key>rt_0</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
<key>rt_1</key>
<dict>
<key>size</key>
<string>128x256</string>
<key>type</key>
<string>color</string>
</dict>
</dict>
<key>passes</key>
<dict>
<key>pass_final</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_final</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>blurSampler</key>
<string>rt_1</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>COLOR</string>
</dict>
</dict>
<key>pass_vert</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_vert</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>COLOR</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_0</string>
</dict>
</dict>
<key>pass_hori</key>
<dict>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>program</key>
<string>doesntexist</string>
<key>metalVertexShader</key>
<string>pass_through_vertex</string>
<key>metalFragmentShader</key>
<string>pass_through_fragment_hori</string>
<key>inputs</key>
<dict>
<key>colorSampler</key>
<string>rt_0</string>
<key>aPos</key>
<string>vertexSymbol</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>rt_1</string>
</dict>
</dict>
</dict>
<key>sequence</key>
<array>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_vert</string>
<string>pass_hori</string>
<string>pass_final</string>
</array>
<key>symbols</key>
<dict>
<key>vertexSymbol</key>
<dict>
<key>semantic</key>
<string>vertex</string>
</dict>
</dict>
<key>reflectionResolutionScaleFactor</key>
<string>0.5</string>
</dict>
</plist>
The metal file for passes in the technique file is as below:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct custom_vertex_t
{
float4 position [[attribute(SCNVertexSemanticPosition)]];
};
constexpr sampler s = sampler(coord::normalized,
address::repeat,
filter::linear);
constexpr sampler sClamp = sampler(coord::normalized,
filter::linear);
struct out_vertex_t
{
float4 position [[position]];
float2 uv;
};
vertex out_vertex_t pass_through_vertex(custom_vertex_t in [[stage_in]])
{
out_vertex_t out;
out.position = in.position;
out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5 + 1.0);
return out;
};
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
constant float offset = { 0.0, 1.0, 2.0, 3.0, 4.0 };
constant float weight = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
fragment half4 pass_through_fragment_hori(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(offset[i], 0.0)/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(offset[i], 0.0)/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
}
fragment half4 pass_through_fragment_vert(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv) * weight[0];
for (int i=1; i<5; i++) {
FragmentColor += colorSampler.sample( sClamp, ( vert.uv + float2(0.0, offset[i])/224.0 ) ) * weight[i];
FragmentColor += colorSampler.sample( sClamp, ( vert.uv - float2(0.0, offset[i])/224.0 ) ) * weight[i];
}
return half4(FragmentColor);
};
fragment half4 pass_through_fragment_final(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]],
texture2d<float, access::sample> blurSampler [[texture(1)]])
{
float4 FragmentColor = colorSampler.sample( s, vert.uv);
float4 BlurColor = blurSampler.sample( s, vert.uv) * 0.5;
FragmentColor.xyz += BlurColor.xyz;
return half4(FragmentColor);
}
Basically the technique is a post process blur filter with chained passes for a sceneView, it worked fine under iOS11 and Xcode9 before.
But after iOS12, I am receiving these error codes:
[SceneKit] Error: Pass XXX(all passes included) is not linked to the rendering graph and will be ignored check it's input/output
It seems that the vertex and fragment metal methods are not linked yet. But I don't know what has changed under iOS 12 and Xcode10.
Does anyone know how to fix the code?
shader metal xcode10 ios12 scntechnique
shader metal xcode10 ios12 scntechnique
edited Nov 20 '18 at 9:56
kobunketsu
asked Nov 20 '18 at 9:50
kobunketsukobunketsu
6718
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