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Animations for streaming
We have a macOS app (not yet released, but in use by ourselves), that provides scoreboards for streaming sport events. Today it is expected, that there are nice animations for goals, etc. We are streaming using NDI, which requires a CVPixelBuffer for each frame. We currently create these animations using CABasicAnimation, CAAnimation and CAKeyframeAnimation. In addition we use ScreenCaptureKit to generate the frames. This works fine with 25/30 fps, as long as the window where our animations are performed in is visible. But this is not what it should be. We have a smaller window as main app window and control display performing the animations in reduced size, while the streaming animations need to be in HD format and later maybe in 4K. When using an offscreen window, the animations are not calculated. We get 1 frame per second or so. So we actually have to connect an external display to the MacBook and open the large windows there. Ugly solution. Do we use a completely wrong approach? Or is there a way to tell the macOS to perform the animations although it is an offscreen window? If it cannot work that way, what is an alternative?
0
0
167
May ’25
Metal HUD Logging issue
Hi I've noticed one issue in Metal HUD, but I'm not sure if it is a bug in the Metal HUD or if there is a purpose for this behavior. Metal HUD has an option to send the data to system log in raw format where the numbers are like metal-HUD: ,,,,,..., https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance/ If the HUD is displayed, it works just fine, but it seems that when the HUD is hidden (with shift-F9), it still send the data to system log, but the numbers are the same all the time and are not updated while is still being updated. I would expect that it should log the data no matter if the HUD is displayed or not, this of course leads to incorrect FPS calculations Here is an example of the system log entries when the HUD is not visible:
0
0
135
May ’25
Trouble with MDLMesh.newBox()
I'm trying to build an MDLMesh then add normals let mdlMesh = MDLMesh.newBox(withDimensions: SIMD3<Float>(1, 1, 1), segments: SIMD3<UInt32>(2, 2, 2), geometryType: MDLGeometryType.triangles, inwardNormals:false, allocator: allocator) mdlMesh.addNormals(withAttributeNamed: MDLVertexAttributeNormal, creaseThreshold: 0) When I render the mesh, some normals are (0,0,0). I don't know if the problem is in the mesh, or in the conversion to MTKMesh. Is there a way to examine an MDLMesh with the geometry viewer? When I look at the variable values for my mdlMesh I get this: Not too useful. I don't know how to track down the normals. What's the best way to find out where the normals getting broken?
1
0
203
May ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
0
0
118
May ’25
Game Porting Toolkit installation problem
Hello, Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit' ==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2 ==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake: -DLLVM_INSTALL_TOOLCHAIN_ONLY=On -DLLVM_ENABLE_PROJECTS=clang /private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! If reporting this issue please do so to (not Homebrew/* repositories): apple/apple MacOS 15.3.1 Thank you in advanced Regards
2
5
625
May ’25
Embedded links not clickable in PDFs for iOS devices
I have a SPFx React application where I am printing the HTML page content using the javascript default window.print() functionality. Once I save the page as pdf from the print preview window and open it using Adobe Acrobat, the links(for eg -> Google) within the content are not clickable and appearing as plain text. I have tried to print random pages post searching with any keywords in Google and saved the files as pdfs, but, unfortunately, the links are still not clickable there as well. To check whether it is an Adobe Acrobat issue, I have performed the same print functionality from Android devices and shared the pdf file across the iOS devices and in that case, when opened using Adobe Acrobat, the links are appearing to be clickable. I am wondering whether it is something related to how the default print functionality works for iPadOS and iOS devices. Any insights on this would be really helpful. Thanks!!! Note: The links are clickable for MacOS as well as for Windows. #ios #ipados #javascript #spfx #react
2
0
164
May ’25
Animations for streaming
We have a macOS app (not yet released, but in use by ourselves), that provides scoreboards for streaming sport events. Today it is expected, that there are nice animations for goals, etc. We are streaming using NDI, which requires a CVPixelBuffer for each frame. We currently create these animations using CABasicAnimation, CAAnimation and CAKeyframeAnimation. In addition we use ScreenCaptureKit to generate the frames. This works fine with 25/30 fps, as long as the window where our animations are performed in is visible. But this is not what it should be. We have a smaller window as main app window and control display performing the animations in reduced size, while the streaming animations need to be in HD format and later maybe in 4K. When using an offscreen window, the animations are not calculated. We get 1 frame per second or so. So we actually have to connect an external display to the MacBook and open the large windows there. Ugly solution. Do we use a completely wrong approach? Or is there a way to tell the macOS to perform the animations although it is an offscreen window? If it cannot work that way, what is an alternative?
Replies
0
Boosts
0
Views
167
Activity
May ’25
Metal HUD Logging issue
Hi I've noticed one issue in Metal HUD, but I'm not sure if it is a bug in the Metal HUD or if there is a purpose for this behavior. Metal HUD has an option to send the data to system log in raw format where the numbers are like metal-HUD: ,,,,,..., https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance/ If the HUD is displayed, it works just fine, but it seems that when the HUD is hidden (with shift-F9), it still send the data to system log, but the numbers are the same all the time and are not updated while is still being updated. I would expect that it should log the data no matter if the HUD is displayed or not, this of course leads to incorrect FPS calculations Here is an example of the system log entries when the HUD is not visible:
Replies
0
Boosts
0
Views
135
Activity
May ’25
Trouble with MDLMesh.newBox()
I'm trying to build an MDLMesh then add normals let mdlMesh = MDLMesh.newBox(withDimensions: SIMD3<Float>(1, 1, 1), segments: SIMD3<UInt32>(2, 2, 2), geometryType: MDLGeometryType.triangles, inwardNormals:false, allocator: allocator) mdlMesh.addNormals(withAttributeNamed: MDLVertexAttributeNormal, creaseThreshold: 0) When I render the mesh, some normals are (0,0,0). I don't know if the problem is in the mesh, or in the conversion to MTKMesh. Is there a way to examine an MDLMesh with the geometry viewer? When I look at the variable values for my mdlMesh I get this: Not too useful. I don't know how to track down the normals. What's the best way to find out where the normals getting broken?
Replies
1
Boosts
0
Views
203
Activity
May ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
Replies
0
Boosts
0
Views
118
Activity
May ’25
Game Porting Toolkit installation problem
Hello, Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit' ==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2 ==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake: -DLLVM_INSTALL_TOOLCHAIN_ONLY=On -DLLVM_ENABLE_PROJECTS=clang /private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! If reporting this issue please do so to (not Homebrew/* repositories): apple/apple MacOS 15.3.1 Thank you in advanced Regards
Replies
2
Boosts
5
Views
625
Activity
May ’25
Embedded links not clickable in PDFs for iOS devices
I have a SPFx React application where I am printing the HTML page content using the javascript default window.print() functionality. Once I save the page as pdf from the print preview window and open it using Adobe Acrobat, the links(for eg -> Google) within the content are not clickable and appearing as plain text. I have tried to print random pages post searching with any keywords in Google and saved the files as pdfs, but, unfortunately, the links are still not clickable there as well. To check whether it is an Adobe Acrobat issue, I have performed the same print functionality from Android devices and shared the pdf file across the iOS devices and in that case, when opened using Adobe Acrobat, the links are appearing to be clickable. I am wondering whether it is something related to how the default print functionality works for iPadOS and iOS devices. Any insights on this would be really helpful. Thanks!!! Note: The links are clickable for MacOS as well as for Windows. #ios #ipados #javascript #spfx #react
Replies
2
Boosts
0
Views
164
Activity
May ’25