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Opengl 4.3 mac os x

Maybe that could be different on your system however. You can try the intel website with what "glxinfo grep renderer" will return to you. Anyway, updating to the latest drivers will give you a good answer. With that it mind, one other thing you could try is to make a simple test example with for example using sflm, sdl or any other libraries that will allow you to create easily a window with giving the version of OpenGL you want to run. Try 4. For your second question, other people might answer you better than me OpenGL 4. That's not so recent. Also, my old Geforce can run OpenGL 4.

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Finally, Intel never had good feedbacks regarding OpenGL support. Originally Posted by helloworld In general, can we say that it is too early to use 4. It's for research, but we'd like to use the program on different computers. Originally Posted by GClements. Ultimately, you need to decide which features are "necessary" and which features you can live without. I don't think that's necessarily true anymore. Vulkan and even OpenGL have shown a lot of promise recently, in real world tests.

Perhaps similar libraries will become available for Sony and Nintendo platforms as well. I hope that the trend will continue and one day I won't have to resort to OpenGl ES in order to write something that's truly cross platform. True but console is a different beast though, it seems you are focused on that not just mobile which was always just OpenGL ES mainly since '07 until Metal entered the arena. Consoles have modified versions of frameworks or their own like gcm from Sony. They do support standard ones but mostly people use the custom ones to get the most out of the hardware and the hardware makers like that.

Professional game developers have been choosing proprietary APIs since ever. Impossible 11 months ago. If you want decent portability and all your game does is draw alpha blended sprites with simple shaders it could be a win. Questionable how much better that is than either making your game with a portable engine like most indies are doing, or using gnm directly. Vulkan also requires a huge amount of code to do relatively simple things, and is much easier to invoke UB with.

It was always intended first and foremost for engine developers. Using Vulkan is like writing your own language runtime over system calls: Or, at least, the extrapolation of it is. Vulkan might require a lot of code to initialize, and has extra responsibilities related to memory management, synchronization, etc. The up-front cost you pay doesn't translate to increased costs everywhere else, at least not to the same degree.

Apple Rejects MoltenVK App for "Non-Public" API Usage

LOC is not the best indicator of complexity, to be fair. My OpenGL backend is definitely the most difficult to maintain and the largest, because the API is such a pain to deal with.


  • Apple defends end of OpenGL as Mac game developers threaten to leave.
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This is the world that was born from demoscene, where exploiting cool hardware specific tricks was more valuable than writing portable code. Or how far FOSS is for the rest of the world tbh It seems to me that we were slowly moving toward a unified API across all operating systems, then Apple did what they always do and invented their own closed API. Vulkan, as a Khronos open standard, likely wouldn't exist if Apple didn't make Metal. It helped that the rest of the industry MS, AMD was also moving in the same direction, but it was the release of Metal that broke the camel's back.

There were several efforts in the past to revamp OpenGL e. OpenGL was stuck and there was little reason to think the situation would improve. Writing OpenGL code that worked across multiple platforms was worse than it is today to write multiple per-graphics-API render backends. AMD gets that claim. OpenGL was not stuck, either. I am not saying opengl or vulkan is bad. Do consoles use something custom? Not OpenGL?

Apple doesn't count? It's all about apple and proprietary graphics API's. Apple Metal launched in Source https: That's just dandy. Show me software that uses it. This is all over again. You make that deal. You talk to that support. You prove me wrong, please do! The better support, debuggers, and feature requests will come from the native API.

After months of devkits with the real api You mean gcm? Yeah it might look this way if you never used graphics APIs Metal, mantle, Vulcan, dx12 have done nothing to change that. There are enormous hoops to jump through to release a game on a console. Each console has its own list of certification requirements. Even ignoring the graphics API, it takes significant platform-specific development effort to port a new game engine from Playstation to Xbox.


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Swapping out the graphics API would dwarf all the other porting work combined. Seriously, all I want is to be able to write graphics programs using compute shaders and share them among my colleagues who use OSX, Linux and Windows. I don't want to write my programs three times. Is that really too much to ask?

Nintendo and Sony are a tiny insignificant speck of the market compared to all the OpenGL ES compatible devices available. I guess every smartphone vendor not called Apple is ran by Khronos idealists. Besides, the latest Nintendo device officially supports Vulkan.

OpenGL 4.3 (or Apple Metal) GPU offload on Mac

Metal is great, so is Vulkan, so is OpenGL ES on mobile, but it does complicate a bit with portability where OpenGL wasn't as big of deal to port to many platforms, especially on mobile. Yes consoles have always had their own frameworks to get the most out of their custom hardware and for lock-in exclusives to compete and advance their hardware as far as possible for the console lifeline, to sell as many games as possible as the hardware ages as game content is where they made profit.

They were big in helping open tech like that as well as canvas, html5, svg etc when the iPhone first came out. They killed Flash essentially and brought H.

Part of how they won was using OpenGL ES and a decent rendering hardware device, it was an amazing thing to see in and changed handheld gaming big time. Apple used open rendering to allow easier porting to their platform, now they have flipped and have taken on a big part of rendering on their devices, a big software part that they hopefully will keep well maintained and up to compete.

But really today there are so many great engines that are middle tier in Unity and Unreal for instance that low level rendering frameworks aren't as big of deal to integrate as it is handled by these middle layer engines. Metal being so prevalent on iOS is only because Unity and Unreal support exporting with that as those two engines make up the largest part of mobile games.

This does complicate things for game engine developers, maintenance and portability with four market standards now. Console game development is a different beast than mobile and desktop in terms of rendering frameworks used for many reasons, mainly that the hardware has to age longer and you need to get every bit of performance. Back when you did have to write your own engine and rendering layer, it was nice to only have two essentially in DirectX and OpenGL on desktop, and OpenGL ES on the major mobile platforms, console development being the area where there are many frameworks and custom ones per hardware device.

The slow progress before mobile and new frameworks was frustrating at times but primarily due to hardware progression, currently it is good to advance and get rendering kits competitive again. Ethcad 11 months ago. DLudwig 11 months ago. It looks like the next version of LibSDL, 2.

A bit of further info on this is available at https: Further details at https: BinaryIdiot 11 months ago. A little off topic but how is SDL nowadays? I used it for a quick and dirty game back in my college days ish years ago? Basically the same, a nice API to do accelerated 2D rendering, audio, file and io access in a portable way.

The API changed a bit with 2. This is really great news. I wonder how this deal went down, businesswise. MoltenVK used to be a commercial offering by Brenwill Workshop. The way the press release[1] mentions how Khronos "worked" with Valve and Brenwill Workshop to "enable" this release makes it sound like there might have been money involved.

If so, great for both Brenwill Workshop and the community. I have a Windows 10 based PC at home. I use it because I like to play games, but I'm also a YouTube creator and a programmer. Sadly two problems remain: If those platforms had higher gaming market share publishers would do the work, but as it stands Steam is at Linux has an extremely disproportionate amount of work involved for the user base, and Mac OS X is questionable for most titles.

The Linux gaming audience is largely consists of tech people that aren't really gamers, but buy games to support Linux gaming, effectively for political reasons, this isn't a sustainable market Humble Bundle helped indies briefly but the support has faded. Mac OS gaming is largely casual users that once again, aren't really gamers, and it has less to do with Mac's software stack vulkan vs. PS4 and Switch don't support Direct3D, and plenty of big publishers port titles that make sense to mobile as well neither major mobile platform supports Direct3D.

In which case facepalm. The major cost barrier is support. If you are going to sell a product for a platform, you need to be able to have your CS staff handle support tickets involving it. Officially Steam on Linux only supports Ubuntu and SteamOS, so you can just throw out problems on other distros albeit I'm not aware of any distro not taking responsibility for Steam breakages that work on Ubuntu and they aren't that common either. Even then, having to implement that support infrastructure is time consuming if you have never supported that platform before.

It is the first game that is the hardest. That is why publishers like Paradox and 2K can just throw almost every new release on Linux nowadays since they are all made on portable engines, are going to support OSX anyway, and they already have the support infrastructure for SteamOS and Ubuntu. Its not even really an option, either. Since the games are commercial products in many European countries they have to by law support them in this way. It's the other way round. Apple has never cared about games.

Look at how the app store is structured. They'd aspire to be the "artiste" platform aka photo-editing, music-creating, DJ, video-editing workstation. That might be left in their DNA from the 80's when competitors like amiga got stereotyped as games machines and lost the much more lucrative business market. Computers where still dismissed as toys by many people and the existence of games on your platform didn't help. I've thought the same, have you considered the possible options of external graphics cards and bootcamping?

I think external GPUs are an awesome idea. I've not looked into hem recently, actually. They would be awesome for making a 15" MBP from more useful going forward. Synaesthesia 11 months ago. You should try installing Mac OS on your current system, it will probably work. Still I prefer the Mac environment. I haven't actually. Could it be compatible, you think? Did you just put macOS Not quite you have to do some special things to it to hackintosh it. Check tonymacx Sorry for the slow response. Hope you get this. Got it! Yeah I'm all over the resources you can find in the Hackintosh community.

I might wait until I have my studio setup and can justify a new system build so I can build a Hackintosh then. Shouldn't it be the other way around? Or does it nor matter? My guess is that's for xbox - because that would be the only current platform without Vulkan support left. DX over Vulkan for non-windows is being worked on too, just not by Khronos: Is anyone else miffed that the DX on VK projects all use different nomenclature?

Its impossible to tell from the name dxvk or vkd3d what version it supports. I'd say Khronos is doing an entirely different thing for DX12 since there is no existing library to open source: What is the use case for that? Running Vulkan within UWP apps?

Yes, as explained in the article: People making games need to make those games for platforms people play on. It's called Vulkan. You're not a gamer, are you? Yes, I am well-versed. You can play many games in Linux and I have Steam installed on my Arch distro with latest stable kernel and graphics drivers, and they are all automatically updated using my package manager and aurutils for extended third-party. It is so much faster than PowerShell, and my i3 windows manager is much more efficient.

Hopefully Microsoft decides to contribute heavily back to Wine, or maybe open source their 4GB spyware beast to understand what it is actually doing that makes it so large compared to my distro, which does everything Windows does in much less resources both storage and compute. Gamers use steam, not the windows store. Porting Vulkan applications to the Xbox One maybe? Can anyone who has experience with MoltenVK discuss any potential pitfalls?

It's existed in a closed-source form for 2 years. Is it a case of loading the library and forgetting it, or will you likely need some MoltenVK-specific codepaths to use it? Vulkan Portability subset is excluding the following features at the moment! This is great news!

How to Use This Document

Anyone have a recommended Vulkan intro? Here's a line example that draws a colored triangle: This is actually really well commented and instructional. Say what you want about D3D at least it follows a strict take or leave it regime. It almost seems like Vulkan is designed to be used through a library or framework of helper functions ;.

About OpenGL for OS X

TomK32 11 months ago. Probably 20 lines. Stephanie Hurlburt has a good list: Silly question. This would be included in the app itself, and would no more interfere with Metal than one Metal app would interfere with another. This is great. I've seen MoltenVK before, but did have any reason to justify getting it. I am a really big fan of Vulkan. While it takes a bit more work to get going and does less for you, I find the increased transparency very valuable and more enjoyable than trying to guess what the driver is doing.

Graphics programming is so painful because of these anachronisms: I have low expectations. Ericson 11 months ago. This is the best way to fight back against the rent seekers. Good luck!! Hacker News new comments ask show jobs submit. Sophistifunk 11 months ago Why should they? Cyphase 11 months ago How is it like that? AlphaSite 11 months ago Metal predates Vulcan. AlphaSite 11 months ago I think metal is based on mantle from before it was announced api understand it, DX12 is similar.

GeekyBear 11 months ago You can buy their graphics cards and plug them into a computer running Linux, say in a render farm. AlphaSite 11 months ago Most mobile users who matter revenue.