In our inaugural post of the series, we got a glimpse of many of the essential moving parts of the Metal framework: devices, textures, command buffers, and command queues. Although that post was long, it couldn’t possibly cover all these things in detail. This post will add a little more depth to the discussion of the parts of Metal that are used when rendering geometry. In particular, we’ll take a trip through the Metal rendering pipeline, introduce functions and libraries, and issue our first draw calls.
The end goal of this post is to show you how to start rendering actual geometry with Metal. The triangles we draw will only be in 2D. Future posts will introduce the math necessary to draw 3D shapes and eventually animate 3D models.
Download the sample code for this post here.