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Display custom data in Metal for Mac

$30-250 USD

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Publicado há quase 5 anos

$30-250 USD

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I need an experienced developer for changing and displaying custom data in Metal. Please don't waste my time if you don't have much experiences in MDLMesh, Metal and Swift on Mac OS. I think it is simple for experienced developers. I will explain more details with right person through messages.
ID do Projeto: 19344364

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Ativo há 5 anos

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2 freelancers estão ofertando em média $203 USD for esse trabalho
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Hello, Android and IOS, As per your project need I can build your project more efficient with my knowledge and experience. I'm looking to work with you and I'm very sure that you'll feel great to work with me. Along with your project requirement, I'll provide you clean code with admin penal. I Have 6 years of work experience for web and mobile Apps. I am fully dedicated to doing my work very efficient and less time-consuming. "Looking forward to your positive response please open your chat window to more details" Thanks. regard, Julian
$250 USD em 10 dias
4,5 (6 avaliações)
5,9
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I will do my best to ensure the job is deliver in the best quality Skip Navigation Documentation Model I/O MDLMesh Language: API Changes: None Class MDLMesh A container for vertex buffer data to be used in rendering a 3D object. SDKs iOS 9.0+ macOS 10.11+ tvOS 9.0+ Framework Model I/O On This Page Declaration Overview Topics Relationships See Also Declaration class MDLMesh : MDLObject Overview A mesh contains one or more MDLSubmesh objects. Each submesh contains index buffer data that describes how the mesh’s vertices should be combined for drawing and references material information describing an intended surface appearance for the submesh. Typically, you obtain meshes by traversing the object hierarchy of a MDLAsset object, but you can also create meshes from your own vertex data or create parametric meshes. The MDLMesh class also supports processing meshes to generate vertex attributes or to bake lighting information. Topics Creating a Custom Mesh init(vertexBuffer: MDLMeshBuffer, vertexCount: Int, descriptor: MDLVertexDescriptor, submeshes: [MDLSubmesh]) Creates a mesh from a single vertex buffer with the specified parameters. init(vertexBuffers: [MDLMeshBuffer], vertexCount: Int, descriptor: MDLVertexDescriptor, submeshes: [MDLSubmesh]) Creates a mesh by unifying vertex data from multiple sources with the specified parameters. init(bufferAllocator: MDLMeshBufferAllocator?) class func newSubdividedMesh(MDLMesh, submeshIndex: Int, subdivisionLevels: Int) -> Self? C
$155 USD em 3 dias
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Bandeira do(a) CHINA
Hunchun, China
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