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> certainly on macos AFAIK it’s same as on Windows, if you want a reliable GPU API you have to use the native one, Metal or Direct3D respectively. > and espec
by Const-me 6y ago
> certainly on macos
AFAIK it’s same as on Windows, if you want a reliable GPU API you have to use the native one, Metal or Direct3D respectively.
> and especially on mobile
Right, these can be hit and miss. There’s hope though, new Android seems to be transitioning from GLES to Vulkan, things might improve eventually.
> the issues we had "resizing" the texture arrays.
I wonder did anyone tried to use D3D tiled resources, or Vulkan sparse images, for this problem?