3 ms·
OpenGL is not the same everywhere even on the same GPU. Every driver can negotiate its capabilities with the client app. Apple has a software renderer that ta
by LoSboccacc 11y ago
OpenGL is not the same everywhere even on the same GPU.
Every driver can negotiate its capabilities with the client app.
Apple has a software renderer that takes hold if client ask for an extension the gpu doesn't have, you have to ask a render surface in a specific way to get an error back when you ask ans unsupported feature.
At least that was the case when I last worked on a OSX app.
edit:
found some reference from the curious
https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_pixelformats/opengl_pixelformats.html https://developer.apple.com/library/mac/documentation/Graphi...
"Since the OpenGL framework normally provides a software renderer as a fallback in addition to whatever hardware renderer it chooses, you need to prevent OpenGL from choosing the software renderer as an option."
also note that 1 this might not be the banished problem and 2 this may be an outdated document
- ryandrake 11y agoThis is a good hypothesis. A difference in a few FPS could be attributed to less efficient drivers on one platform, but dropping to 1 FPS sounds to me like he's hitting a software rendering path on one platform and is fully HW accelerated on the other. I admit, it's been over a decade since I wrote OpenGL drivers, so perhaps things have changed drastically and my intuition is out of date.