I need to add the correct OpenGL requirement specs to the Sys Requirements page on my company’s webshop. How do I know which version to specify? Does it depend on the depth of my OpenGL code (what shaders/functions used, etc…) And is this necessary for macOS (all Apple machines support JUCE’s OpenGL, correct?)?
Wow that’s a beautiful graph there. Bit of a beast! I’m planning on adding an option to use software rendering so I guess I can skirt around parsing heavily through these kind of compatibility charts.
OpenGL as a whole is tricky. it’s “portable” just as cpp or c code is portable when using std or additional dependencies that are being implemented by the 3rd party you’d expect it to run).
== It’s never 100% portable.
Sometimes graphic drivers don’t behave as you’d expect, multi-display might make context hell and that’s before hoping JUCE own code is error-prune.
One important thing is using a Render Engine which is capable of switching instead of coding your own OpenGL exclusive code. so you can easily make your app / plug-in switch to software rendering. this is very useful to resolve customers issues quickly.