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MacOS, OpenGL, and OpenMW

Posted: 22 Feb 2019, 13:46
by clocknova
Now that OpenGL has been officially deprecated in future versions of MacOS, to be completely replaced by Metal, what will become of the Mac version of OpenMW? Are we going to lose it completely?

Re: MacOS, OpenGL, and OpenMW

Posted: 22 Feb 2019, 14:01
by Capostrophic
deprecated != removed, it can be years before a release with no opengl comes out.
macOS 10.14 still has the same old OpenGL 3.3 support that's more than enough for openmw. OpenGL has already been "deprecated" in a way for quite a while.

Re: MacOS, OpenGL, and OpenMW

Posted: 22 Feb 2019, 14:49
by psi29a
OpenGL in MacOS isn't going anywhere, they are just not investing any money into it anymore.

Re: MacOS, OpenGL, and OpenMW

Posted: 22 Feb 2019, 15:46
by AnyOldName3
MoltenVK has been made into an open standard, so Vulkan applications can run when only Metal is provided. There are OpenGL to Vulkan wrappers, too. Worst case scenario, if MacOS ever truly drops OpenGL support, there'll be ways of getting it through layers upon layers of wrappers. This sounds error-prone, but Apple's OpenGL drivers aren't great anyway, so it's possible that this won't be any less reliable and might enable more modern OpenGL features that previously weren't available on Macs.

Re: MacOS, OpenGL, and OpenMW

Posted: 28 Mar 2019, 21:41
by MaddTheSane
Capostrophic wrote: 22 Feb 2019, 14:01 macOS 10.14 still has the same old OpenGL 3.3 support that's more than enough for openmw.
Minor correction: macOS supports up to OpenGL 4.1.

Re: MacOS, OpenGL, and OpenMW

Posted: 02 Apr 2019, 13:19
by darkbasic
OpenGL on top of Vulkan on top of Metal would probably be better than Apple's OpenGL.

Re: MacOS, OpenGL, and OpenMW

Posted: 02 Apr 2019, 13:57
by AnyOldName3
You're trusting Apple to be able to write a Metal driver correctly (as that's inevitably going to be the weak link).