Closed okwasniewski closed 5 months ago
Follow existing file name convention when adding new files...
You should investigate how to avoid using 4 files for visionOS entry. Ideally only one file would be there.
Hey @bkaradzic,
I've removed "example" needed changes from this PR. I will open a separate one.
Hey @bkaradzic, is there anything more I should change in this PR?
Hey @bkaradzic! I did an initial testing integration to BabylonNative and it seems to work properly 👍🏻 Is there anything else you want to see in this PR fixed?
Here is a screenshot of Babylon Native examples running on visionOS (it's rendering a cube):
LGTM! Only question about this code:
#if BX_PLATFORM_VISIONOS
cp_layer_renderer_t m_layerRenderer;
cp_frame_t m_frame;
cp_drawable_t m_drawable;
#else
CAMetalLayer* m_metalLayer;
CAMetalLayer* m_metalLayer;
id <CAMetalDrawable> m_drawable;
id <CAMetalDrawable> m_drawable;
#endif
Is this cp_layer_renderer
something new that's also available on other Apple platforms or it's specific to visionOS?!
LGTM! Only question about this code:
#if BX_PLATFORM_VISIONOS cp_layer_renderer_t m_layerRenderer; cp_frame_t m_frame; cp_drawable_t m_drawable; #else CAMetalLayer* m_metalLayer; CAMetalLayer* m_metalLayer; id <CAMetalDrawable> m_drawable; id <CAMetalDrawable> m_drawable; #endif
Is this
cp_layer_renderer
something new that's also available on other Apple platforms or it's specific to visionOS?!
It's specific to visionOS, it's unavailable on other platforms.
Hello,
This PR adds visionOS support to bgfx. It's the continuation of this PR which added support to
bx
library. I've worked on this together with @mani3xis.Apple Vision uses bgfx in single threaded mode (
BGFX_CONFIG_MULTITHREADED = 0
), but the example framework isn't really working nice with single threaded mode, so there might be some crashes in the examples but it works great when integrated separately.