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    1. COBut doesn't the compiler have to evaluate the arguments to objc_msgSend first? Perhaps @selector(doSomething) doesn't take much time, but if there was more complex arguments i would think THOSE arguments would need to be evaluated first. If this were the case, doing the !=nil check in the expression does make sense. I personally always include !=nil for this reason (and because i switch between other langs a lot so like to see this everywhere :)).
      singulars
    2. COA few suggestions, I've done all this too and have it working but after a LONG time. I reviewed the code but don't see anything obviously wrong. Check your obj data, often times I'd forget to triangulate the data, so there would be four sets of indices where I was expecting just 3. Also, if you have multiple objects in the .obj file things SHOULD line up, but perhaps not. In fact, what I'd suggest is starting with a VERY basic obj file, 1 or 2 tri's, a basic texture, and basic normals. Then step through the code, and make sure things are going where you expect them too in your structures.
      singulars
    3. COYour explanation isn't making sense to me unfortunately. I tried your suggestion too, and things are unchanged. I still don't understand why the EDGES of the fence is where the background is bleeding. It seems obvious that since I'm not sorting the objects, when I try to draw the buildings between the background and the fence those EDGES are failing the depth test, but I really don't think they should be (given I only have 1.0 or 0.0 as alpha, so the 0.0s should be discarded and not added to the depth buffer).
      singulars
 

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