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My limited guess as a OpenGL developer on Os X is that it has something to do with Apple prodividing a software OpenGL -implementation also, so maybe they don't
by inDigiNeous 10y ago
My limited guess as a OpenGL developer on Os X is that it has something to do with Apple prodividing a software OpenGL -implementation also, so maybe they don't want to pour in the work in that to support the more recent advances in OpenGL ?
Or maybe they're just focusing on the Metal -implementation, and iOS more specifically.
Currently the OpenGL stack is years behind on OS X compared to Windows or Linux, Os X supports only version 4.1 (released in 2010) with some 4.2 extensions thrown in.
I've yet to come across a good reason. If somebody knows, would be nice to know also.
- sangnoir 10y ago> I've yet to come across a good reason. If somebody knows, would be nice to know also. It's not a good reason, but a reason nevertheless: it's fair to say Apple likes to lock in developers to its platform[1]. Encouraging the use of Metal and discouraging OpenGL increases the lock-in effect. 1. My Google skills are failing me, but a few years ago there was a blog-post by an app developer who used to get lots of support from Apple while their featured app was iOS-exclusive. The day the app was ported it to Android, Apple stopped responding to their queries.