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ModelIO iOS xcode26.4 b2
Rolf Bjarne Kvinge edited this page Feb 27, 2026
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1 revision
#ModelIO.framework
diff -ruN /Applications/Xcode_26.3.0.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/ModelIO.framework/Headers/MDLMesh.h /Applications/Xcode_26.4.0-beta2.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/ModelIO.framework/Headers/MDLMesh.h
--- /Applications/Xcode_26.3.0.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/ModelIO.framework/Headers/MDLMesh.h 2025-11-09 04:00:27
+++ /Applications/Xcode_26.4.0-beta2.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/ModelIO.framework/Headers/MDLMesh.h 2026-02-13 11:24:08
@@ -38,7 +38,7 @@
/*!
@class MDLMesh
@abstract A vertex buffer with info to interpret vertex data
- @discussion Includes a collection of submeshs which have indexbuffer and
+ @discussion Includes a collection of submeshes which have indexbuffer and
material information
*/
API_AVAILABLE(macos(10.11), ios(9.0), tvos(9.0))
@@ -111,7 +111,7 @@
/*!
@property boundingBox
- @abstract Bounding box encompasing the mesh
+ @abstract Bounding box encompassing the mesh
@discussion Calculated by iterating through MDLVertexAttributePosition to find
min and max bounds. If no attribute is named MDLVertexAttributePosition
this will be a invalid bounds where maxBounds is less than minBounds.
@@ -245,8 +245,8 @@
@discussion Uses the attribute named MDLVertexAttributePosition and
textureCoordinateAttributeName to calculate tangent and bitangent
attributes. The mesh's vertexDescriptor will be updated to reflect
- the new attributes if necessary. The basis may not be orthogonal; to gaurantee an orthogonal
- tangent basis please use addOrthTanBasisForTextureCoordinateAttibuteNamed selector.
+ the new attributes if necessary. The basis may not be orthogonal; to guarantee an orthogonal
+ tangent basis please use addOrthTanBasisForTextureCoordinateAttributeNamed selector.
*/
- (void)addTangentBasisForTextureCoordinateAttributeNamed:(NSString*)textureCoordinateAttributeName
tangentAttributeNamed:(NSString *)tangentAttributeName
@@ -314,7 +314,7 @@
@abstract Deindexes the vertex array
@discussion If any vertices are shared on multiple faces, duplicate those
vertices so faces do not share vertices. The vertex buffer and index
- buffers on submeshes may grow to accomadate any vertices added.
+ buffers on submeshes may grow to accommodate any vertices added.
*/
- (void)makeVerticesUnique NS_DEPRECATED(10.11,10.13,9.0,11.0);
@@ -324,7 +324,7 @@
@abstract Deindexes the vertex array
@discussion If any vertices are shared on multiple faces, duplicate those
vertices so faces do not share vertices. The vertex buffer and index
- buffers on submeshes may grow to accomadate any vertices added.
+ buffers on submeshes may grow to accommodate any vertices added.
*/
- (BOOL)makeVerticesUniqueAndReturnError:(NSError **)error API_AVAILABLE(macos(10.13), ios(11.0), tvos(11.0));
@@ -387,11 +387,11 @@
/*!
@method initSphereWithExtent:segments:inwardNormals:geometryType:allocator
@abstract Factory method for generating a mesh with an ellipsoid shape
- @return MDLMesh epllipsoid with desired attributes
+ @return MDLMesh ellipsoid with desired attributes
@param geometryType Must be MDLGeometryTypeTriangles or MDLGeometryTypeLines
@param inwardNormals If true, generated normals will face inwards. Useful for
generating a skydome.
- actual nubmer of vertical slices will be half of 'vertical' segments
+ Actual number of vertical slices will be half of 'vertical' segments
@param allocator A mesh buffer allocator used to allocate memory to back buffers
for the returned mesh. If nil, a default allocator will be used
@discussion Specifying inward normals and hemisphere is useful for generating a skydome.
@@ -467,7 +467,7 @@
Will raise an exception if radialSegments is < 3 or if hemisphereSegments < 1
or if an unsupported geometry type is specified.
Generated texture coordinates for top and bottom caps are wrapped
- in a similar manner as for asphere, laid out as follows:
+ in a similar manner as for a sphere, laid out as follows:
___
/ \ <- T texcoord = 0.0
Texture for top of cylinder ---> [-----]