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They are defined in vertex shader signature, eg. vertex ColorInOut unlit_vertex(device vertex_t* vertex_array [[ buffer(0) ]], constant uniforms_t& uniforms [[ buffer(1) ]], unsigned int vid [[ vertex_id ]]) Earlier I define them like this: typedef struct { matrix_float4x4 ...


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A device context is just an interface that allows you to issue commands to the GPU. It doesn't hold any internal state, and therefore it doesn't represent any 'RenderPipelineState'. Moreover, looking at https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-intro (and other tutorial), it appears that the only use of multiple ...


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Ogre does not support Metal at this time. MTLTexture does not have any concept of a texture ID. If one library is returning a MTLTexture and the other expects an OpenGL texture ID, you'll need to copy the MTLTexture into an OpenGL texture created using IOSurfaces. The documentation on IOSurfaces is a bit slim, unfortunately. Once you have an IOSurface, you ...


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It's worth noting that even without double/triple buffering, if the framerate jumps from 30 to 60, for example, the first 60fps frame would've been calculated with the previous frame's time-step -- 33.333ms instead of 16.667ms. So even if you're not double/triple buffering your dynamic buffers for animation or what not, one still faces the problem of highly ...


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