Earlier quoted context omitted.
True, but they didn't remove OpenGL, they simply deprecated it (e.g. don't expect any updates to it, new tooling will not be built around it, etc). That shouldn't affect legacy apps.
Yes, and deprecation doesn’t mean a lot on the Mac. Apple often deprecates stuff and still leaves it in. They remove it only when there’s something to be gained. (eg. linking with the system-provided OpenSSL has been deprecated for years, but AFAIK they still ship it.)
Deprecation of OpenGL and OpenCL
181–190 of 466 posts
Re: Deprecation of OpenGL and OpenCL
#182Re: Deprecation of OpenGL and OpenCL
#183Turns out it was a good idea to base new stuff on this: https://github.com/bkaradzic/bgfx
Re: Deprecation of OpenGL and OpenCL
#184Earlier quoted context omitted.
Everyone is coasting in the desktop / laptop market. Refresh cycles are like 5-10 years on PCs now, and it’s not clear tablets even have a refresh cycle. You can’t get growth on PC hardware anymore, not even if you’re Apple. So it goes into maintenance mode. Nobody even really sells desktop PCs anymore except custom gaming rigs and low-power kiosk boxes. Apple is all about mobile phones, the Apple Watch and air pods…
Approximate yearly sales of desktop PCs worldwide (all kinds) are 200 million per year... I can't find 5 year refresh cycles on any HP, Dell, etc. desktops or laptops. They tend to refresh in line with corporate cycles, i.e. 18 month to 3 years, from what I see.
Re: Deprecation of OpenGL and OpenCL
#185OpenGL isn't pretty, but it's at least cross-platform. And my impression was that OpenGL support is mostly handled by the GPU manufacturers, so I'm not sure how much Apple gains here by deprecating OpenGL. Requiring developers to use an API locked to a particular platform feels pretty hostile to me. Doesn't matter if that API isn't perfect, or even far from it.
OpenGL is pretty. Much prettier than these Metal and Vulkan abominations. The difference is that OpenGL is designed to be easy for humans. glBegin(GL_TRIANGLES); glVertex3f(x, y, z)...; glEnd(); you can't beat that. The issue is that it hard for the driver to optimize. That's where Metal and Vulkan come into play. These are low level APIs, sacrificing user friendliness for a greater control over the hardware. It is d…
Look into what it takes to write the minimum viable OpenGL program, written using non-deprecated routines, that puts a textured triangle on the screen. It sucks. On top of that, OpenGL is slow and gives you no way to create programs with smooth performance -- for example, it will randomly recompile shaders behind your back while you are trying to have a smooth frame rate.
1990s-style OpenGL was good for the time. In 2018, OpenGL is a pile of poop.
Re: Deprecation of OpenGL and OpenCL
#186Earlier quoted context omitted.
What makes you think that Apple refuses to allow GPU vendors to provide an OpenGL implementation? The real question is why would a GPU vendor go through the expense of creating and supporting such an implementation when Apple doesn't even make a computer with slots that you can install their video cards into? If producing an OpenGL implementation doesn't provide a competitive advantage for selling their products, why…
> What makes you think that Apple refuses to allow GPU vendors to provide an OpenGL implementation? Because it is a fact that Apple develops their own drivers. Also, when did you last download a driver update from NVidia for your Mac? https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-... Article is about Vulkan, but briefly mention Apple's own outdated OpenGL stack. http://renderingpipeline.com/2012/04/sad-…
Re: Deprecation of OpenGL and OpenCL
#187OpenGL isn't pretty, but it's at least cross-platform. And my impression was that OpenGL support is mostly handled by the GPU manufacturers, so I'm not sure how much Apple gains here by deprecating OpenGL. Requiring developers to use an API locked to a particular platform feels pretty hostile to me. Doesn't matter if that API isn't perfect, or even far from it.
OpenGL is pretty. Much prettier than these Metal and Vulkan abominations. The difference is that OpenGL is designed to be easy for humans. glBegin(GL_TRIANGLES); glVertex3f(x, y, z)...; glEnd(); you can't beat that. The issue is that it hard for the driver to optimize. That's where Metal and Vulkan come into play. These are low level APIs, sacrificing user friendliness for a greater control over the hardware. It is d…
That's fine for a "hello triangle" program, but quickly becomes ridiculous for anything approaching a serious engine. There's a reason that glDrawArrays() has been around since 1995 (and part of the core specification since 1997).
Re: Deprecation of OpenGL and OpenCL
#188Earlier quoted context omitted.
"But by no means to they have the clout to coerce developers into their own bespoke graphics API that doesn't work anywhere else" To be fair, the overwhelming majority of game shops develop on engines, and leave the engines to deal with the platforms. Unreal Engine, Unity, etc, support Metal, among others.
Not everything that runs on OpenGL is a video game. Tons of applications out there that just won't have the budget to do a rewrite(and even fewer were probably setup with the right architecture if they were depending on OpenGL in the first place).
Re: Deprecation of OpenGL and OpenCL
#189Earlier quoted context omitted.
What makes you think that Apple refuses to allow GPU vendors to provide an OpenGL implementation? The real question is why would a GPU vendor go through the expense of creating and supporting such an implementation when Apple doesn't even make a computer with slots that you can install their video cards into? If producing an OpenGL implementation doesn't provide a competitive advantage for selling their products, why…
> What makes you think that Apple refuses to allow GPU vendors to provide an OpenGL implementation? Because it is a fact that Apple develops their own drivers. Also, when did you last download a driver update from NVidia for your Mac? https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-... Article is about Vulkan, but briefly mention Apple's own outdated OpenGL stack. http://renderingpipeline.com/2012/04/sad-…
Last week.
Nvidia releases drivers for cards that the drivers which ship with macos don't support. I would also guess that the nvidia drivers which ship with macos are written by nvidia under some agreement with apple, same is likely true of AMD and intel.
Re: Deprecation of OpenGL and OpenCL
#190Asking because I am not familiar with these libraries.