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Why did you switch from CAMetalLayer to SCNRenderer? #47

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Francescu opened this issue Jun 28, 2018 · 2 comments
Open

Why did you switch from CAMetalLayer to SCNRenderer? #47

Francescu opened this issue Jun 28, 2018 · 2 comments

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@Francescu
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Hi @okaris

I hope you're doing well.

I'm wondering why did you switch from CAMetalLayer to SCNRenderer in ce285f9?

@Francescu
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I just saw your comment here:
#3 (comment)

After some investigation into the pixel format and how it is encountered by your library at run time, we’ve determined that your current approach is not recommended and you should consider alternatives.

In particular, the currentDrawable’s texture vended by SceneKit is not intended to be used this way and the texture format could change at any time. This is partly why this format is undocumented.
I’m unable to disclose more, and don’t want to encourage you further down a non-viable path, so that’s all there is to say about the current approach.

Is this the reason for the switch?

@Wavewash
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@Francescu Did you ever find a way to record at 60fps? I feel like I've bumped into the same limitations you found here and all other libraries seem to be using SCNRenderer Snapshot which takes 15ms and is prohibitively slow. This repo doesn't seem to have activity on it anymore. Any help would be appreciated.

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