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gltfkit's Issues

Lighting models on devices lower than A11

Hello!

I am using GLTFMTL framework in iOS application, is works great on iphone XS (A12 chip). GLTFMTLLightingEnvironment and GLTFKHRLight works with any combinations. But on iphone 7 and 6s (A10 chip and lower) lighting don't work and the model is absolutely black. I tried many models and situation is the same. The problem was on the lines
_equirectToCubePipeline = [_device newComputePipelineStateWithFunction:equirectFunction error:error]; _irradiancePipeline = [_device newComputePipelineStateWithFunction:irradianceFunction error:error]; _specularPipeline = [_device newComputePipelineStateWithFunction:specularFunction error:error];
all the pipelines returned are nil.

The first suggestion is some parameter inside metal function is not compatible with a10 chip and lower. But I am not sure. Any suggestions?

Crash: Out of memory

I am experiencing a crash in SCNScene+GLTF.m with this model. Address Sanitiser is reporting "detected out-of-memory". The crash happens intermittently โ€“ around 1 in 5.

The screenshot below shows the stack trace:

Screenshot

  • The crash does not occur when using GLTFSceneKitSample for macOS.

Any ideas on the cause?

Details
iPhone 7 Plus
iOS 13.1.2
Xcode 11.1

Question about model loading

Hi
Im working on a Metal application which has to load models form .gltf files, but I will have to modify some vertex attributes of the model meanwhile. Could someone point me which part of the code processes the loaded data, and loads it into Metal buffers? Im new to objective-C, and could not find the place where this happens in the code.
Any help appreciated.

Xcode doesn't appear to like use of C++20 and -fcxx-modules

I've had to revert a whole bunch of clang module use in order to enable C++20 support in Xcode. I had to turn off GLTFKit as a result, but will see about adding it back with regular includes.

None of my Objective-C++ files would compile once C++17 was changed to C++20.

Question about running standalone

I have been trying to look into how to run a predefined glTF asset provided via a local url and load it on main start instead of going through the menu options every time. Is there an easy way of doing that? Sorry not very familiar with Mac OS windowing programming, been looking into NSDocuments and what not but struggling to do this easily.

CocoaPods branch not found error

Hi, when trying to import this library using CocoaPods I get this error:

[!] Error installing GLTF
[!] /usr/bin/git clone https://github.com/warrenm/GLTFKit.git /var/folders/26/6jnb3c8577d4l4lc08vv19gc0000gn/T/d20180629-39482-ekkeka --template= --single-branch --depth 1 --branch 0.5.1

Cloning into '/var/folders/26/6jnb3c8577d4l4lc08vv19gc0000gn/T/d20180629-39482-ekkeka'...
warning: Could not find remote branch 0.5.1 to clone.
fatal: Remote branch 0.5.1 not found in upstream origin

In the mean time, a workaround that worked for me is to use the latest version directly from git, like so:

pod 'GLTF',     :git => "https://github.com/warrenm/GLTFKit.git"
pod 'GLTFSCN',  :git => "https://github.com/warrenm/GLTFKit.git"

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