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sample-code's Issues

incorrect byteorder

The format of the PVR file should be big-endian.
However, I found that the binary of PVRv3 file is treated as little-endian by default in the section of compressed texture.
And an incorrect PixelFormat will be obtained.

crash in drawing 3d on 10.15.5and Xcode 11

-[MTLTextureDescriptorInternal validateWithDevice:]:1414: failed assertion `MTLTextureDescriptor: Depth, Stencil, DepthStencil, and Multisample textures must be allocated with the MTLStorageModePrivate or MTLStorageModeMemoryless storage mode.'

assert failed at [self makeDepthTexture];
direct download of master branch in Xcode on macOS

don't know how to fix or I wouldn't be reading your wonderful book-
metal is a mystery to me!!

How can I get this book

Hi! warrenm,I think you are skilled and want to read your book, metal by example, but how should I buy it?

Crash in Drawing in 3D project on iOS Simulator (different from Issue #11)

Running the Drawing in 3D sample project on 10.15.5 in the iPhone 8 simulator results in the assert below:

validateFunctionArguments:3481: failed assertion `Vertex Function(vertex_project): the offset into the buffer uniforms that is bound at buffer index 1 must be a multiple of 256 but was set to 64.'

The assert can be fixed by padding the MBEUniforms struct so it occupies 256 bytes, after which the project runs correctly. I don't know enough about the internals to know what the right way of fixing this is, however (would love to hear any insights since it would help further educate me).

Just to doubly-clarify: the project runs great on device, this only appears to occur in the simulator. Thanks for creating such a fantastic resource for Metal, Warren!

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