A hard-coded triangle only gets you so far. This tutorial loads a real 3D mesh from disk using Model I/O, introduces MTLBuffer for per-frame uniform data, and enables depth testing so that geometry sorts correctly regardless of draw order.

What you’ll learn:

  • Loading .obj geometry with MDLAsset and MTKMesh
  • Passing per-frame uniforms (model/view/projection matrices) via MTLBuffer
  • Setting up MTLDepthStencilState so nearer fragments win
  • Vertex descriptors and how Metal maps buffer layout to shader inputs

Read the tutorial →