Are you using v4 Metal currently?

Are you using v4 Metal currently?
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the iOS Xcode project cannot be created and I get this error: Could not find toolchain file: ../cmake/ios.toolchain.cmake

It is because it is not needed. And the usage changed: https://github.com/cocos2d/cocos2d-x/pull/20058. We will update the docs soon.

The new usage is

cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS

And make sure your cmake is 3.15+.

Thanks. I found another problem, v4 is branched from v3.17, the fixes beyond v3.17.1 are not included.

I will synchronize modification from v3 to v4 once in a while. If you found some modifications are lost, you are appreciated to synchronize it or to point it out.

@zhangxm could you answer ?

Yup we can answer soon let us make sure we convey an accurate plan, etc.

All building and running nice and smoothly.
Great job! Love the cleaner CMake project process.

Will GLView::setDefaultCursor() and GLView::setCursor() be making a comeback in the near future - or is there another easy way to modify the cursors for desktop builds?

when will you release new version with metal support officially ? @slackmoehrle

It is coming soon. Not months. Not years. :slight_smile:

We can update you when we know an exact date.

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will it released at proper time?
when ios will stop to support openGL ?

yes, it will be available before then. But deprecation doesn’t mean removal quite yet. Apple deprecates and then removes a release or 2 after, usually.

so we have to not worry about this ?

No, we’ve been on this for months.

thank you for support

the spine (metal-support) pr can not works with the latest v4

Thanks,

I found a little issue. Take a look please on the

Physics3DDebugDrawer::draw

fcuntion. It has

_customCommand.setIndexDrawInfo(0, _buffer.size());

in its bodie, but should use

_customCommand.setVertexDrawInfo(0, _buffer.size());

instead, since _customCommand 's buffer is of CustomCommand::DrawType::ARRAY type. It cause to drawing artifacts on Android for me, when I reduce the count of physics bodies in the physics world. Thanks!

@coulsonwang please take a look.

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@solan fixed here.

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