![]() ![]() However, it is possible that in the future a library similar to MoltenVK will be distributed alongside LWJGL to provide support for later OpenGL versions. Generally, it is out of scope for LWJGL to provide native OpenGL 4.6 support for macOS. It needs to be regular opengl and not opengl es there is a cap of profile compatibility contexts and even plain out graphics api behavior like piping, and matrices I believe (push / pop?). If you want to develop a cross-platform application going forward, the best strategy is using Vulkan natively for Windows and Linux, and via MoltenVK (a Vulkan over Metal wrapper) for macOS. therefore they will just use direct x 12 and metal. Game developers don't normally manually support linux if they have to convert it to opengl or opengl es graphics api. Windows Desktop Enhancements Tweaks Software OpenGL Extensions Viewer OpenGL Extensions Viewer By realtech VR Free Visit Site Key Details of OpenGL Extensions Viewer View useful information. This means there will be no point to ever use opengl again because no it's limited to only windows and linux. ![]() If you guys don't fix this for macOs at the very least all java games won't work with mac devices. Java and (therefore) LWJGL do not really support iOS and IPadOS due to platform limitations. We need you guys to come up with a fix for it on macOs, IPadOs, IOS. While they clearly want us to use Metal, there is no indication that support for this version will be removed in the near future. OpenGL 4.1 was (and still remains) the latest OpenGL version that is natively supported in macOS. Mac has depreciated opengl since 4.1 and moved to metal.Īpple deprecated OpenGL support in macOS Mojave 10.14 (in 2018). ![]()
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