Fix bug where rendering wasn't working on devices that support Metal
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@@ -26,7 +26,8 @@ class BackgroundViewController: UIViewController {
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override func loadView()
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override func loadView()
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{
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{
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let view = SCNView(frame: UIScreen.mainScreen().bounds, options: nil)
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let opts = [SCNPreferredRenderingAPIKey : SCNRenderingAPI.OpenGLES2.rawValue]
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let view = SCNView(frame: UIScreen.mainScreen().bounds, options: opts)
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view.backgroundColor = UIColor.blackColor()
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view.backgroundColor = UIColor.blackColor()
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view.scene = _scene
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view.scene = _scene
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view.allowsCameraControl = false
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view.allowsCameraControl = false
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@@ -130,7 +131,7 @@ class BackgroundViewController: UIViewController {
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{
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{
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let rotAxis = SCNVector3Make(0.25, 1.75, 1.0)
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let rotAxis = SCNVector3Make(0.25, 1.75, 1.0)
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let rotAngle = CGFloat(Float(2.0)*π)
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let rotAngle = CGFloat(Float(2.0)*π)
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let rotAction = SCNAction.repeatActionForever(SCNAction.rotateByAngle(rotAngle, aroundAxis: rotAxis, duration: 20.0))
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let rotAction = SCNAction.repeatActionForever(SCNAction.rotateByAngle(rotAngle, aroundAxis: rotAxis, duration: 40.0))
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_cubletsNode.runAction(rotAction)
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_cubletsNode.runAction(rotAction)
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}
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}
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