I'm very curious why. Are there changes to Sandboxing? For all developers, or only select partners? Or changes to the revenue split?
Apple introduces macOS Mojave
201–210 of 665 posts
Re: Apple introduces macOS Mojave
#202Earlier quoted context omitted.
I'm curious about this – does it really matter? How important is it that the Operating System has OpenGL? Can't individual apps just static link to (and ship) their own versions of OpenGL?
OpenGL is just an API, the underlying features are provided by the graphic driver. You can't ship with your own OpenGL, that would mean shipping with your own amd/nvidia/intel driver (and the associated kernel module, etc). A reasonable alternative would be to implement OpenGL on top of Metal for compatibility but this is a lot of work.
edit, ups just read it: Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders. [0]
Re: Apple introduces macOS Mojave
#203Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…
And OpenCL too. This is terrible. I was thinking about adding GPU support to a numerical simulator I am working on, and I was planning to have nice cross-platform support with OpenCL. Whelp, that's no longer the case. My code is in C++, and I refuse to use proprietary, vendor-locked, Objective-C-only Metal. If people want GPU support, they'll just have to use Linux, which doesn't artificially constrain you with corpo…
Re: Apple introduces macOS Mojave
#204Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…
What's the consensus on Metal? How does it compare to OpenGL?
The low-level graphics APIs like Metal and Vulkan allow for much better performance, but they are much harder to use and require more work from the developer (hence, they’re usually used only by game engine makers). Higher-level graphics APIs like OpenGL are less efficient and have lower peak performance, but are easier to use for individual projects and have the benefit of having existing functional code (no need to rewrite a working project).
Also, OpenGL (and its mobile and web variants OpenGL ES and WebGL) are very portable (macOS, Linux, Windows, iOS, Android, both and native and in browsers), while Metal is macOS/iOS-only.
Re: Apple introduces macOS Mojave
#205Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…
What's the consensus on Metal? How does it compare to OpenGL?
Re: Apple introduces macOS Mojave
#206Re: Apple introduces macOS Mojave
#207Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…
Pretty ballsy, it didn't work well for Microsoft when they said "Use DirectX or die" I doubt it will work well for Apple. This is especially true for OpenCL (also deprecated) which nobody on big Linux server farms with GPUs is going to be using "Metal on Linux" for their code.
Re: Apple introduces macOS Mojave
#208Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…
> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.
Re: Apple introduces macOS Mojave
#209Earlier quoted context omitted.
My guess is browsers will just implement WebGL on top of Metal and this will be transparent to web developers.
There's precedent: Chrome and Firefox both implement WebGL on Windows with ANGLE, which translates OpenGL to Direct3D. https://en.wikipedia.org/wiki/ANGLE_(software)
Re: Apple introduces macOS Mojave
#210Earlier quoted context omitted.
And OpenCL too. This is terrible. I was thinking about adding GPU support to a numerical simulator I am working on, and I was planning to have nice cross-platform support with OpenCL. Whelp, that's no longer the case. My code is in C++, and I refuse to use proprietary, vendor-locked, Objective-C-only Metal. If people want GPU support, they'll just have to use Linux, which doesn't artificially constrain you with corpo…
This is just quibbling, but 1) you can write Metal code with Swift as well as Objective-C (and that's not even vendor-locked; I'm doing Swift in Linux right now), and 2) you can write C++ in Objective-C. I know this isn't what you're really complaining about, though.
You mean Objective-C++.