OpenGL Deprecated in Mojave


#41

Yeah, you would have to port your shaders to Vulkan, which would then be wrapped for Metal transparently to you.

It’s worth noting that this is inevitable anyhow; you’ll just have to do it sooner than you would have otherwise. (See also: switching from fixed pipeline to buffers and shaders.)


#42

Note that Metal’s been around for 4 years. :slight_smile:


#43

On the bright side: Apple has accepted the first MoltenVK game on iOS
https://www.phoronix.com/scan.php?page=news_item&px=Apple-Lets-In-Updated-MVK-App


#45

Back in business:
https://www.phoronix.com/scan.php?page=news_item&px=Apple-Lets-In-Updated-MVK-App


#46

Interestingly their video plugin interface FxPlug is completely based on OpenGL, I couldn’t find anything on their mailing list (pro-apps-dev) about deprecating OpenGL…

Maybe yet another Apple stunt to confuse/block competitors…


#47

Don’t forget OpenGL swap-buffers appears to be slowed down on the latest Mac SDK.
I’m also a bit confused about Vulkan vs Molten. MoltenGL is expensive to license whereas MoltenVK is free but only supports Mac stuff. So Molten is a version of Vulkan?
Vulkan also supports the more popular Android & Windows platforms.
edit: https://vulkan.lunarg.com/sdk/home


#48

From my understanding MoltenVK can be used to convert Vulkan code to Apple’s Metal framework.
Edit: So you’d write once in Vulkan and be able to use that code on all platforms.


#49

Interesting resource on Vulkan:
GDC 2018 - Getting explicit: How Hard is Vulkan really?


#50

Thanks for that link, that was very enlightening. But I am left with the question, what will be the next cross platform standard…

BTW, the FxPlug alternative OpenFX API is also using OpenGL, so I would be very interested, how a future proof API would handle that.