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the market hungers to return to a programming paradigm in which the developer can interact much more DIRECTLY with the hardware without a bloated CPU bound OS o
by angersock 12y ago
the market hungers to return to a programming paradigm in which the developer can interact much more DIRECTLY with the hardware without a bloated CPU bound OS or graphics API in the way.
Yeah, because all of us really want to go even more backwards in terms of having to deal with the BARE METAL (read: weird fucking behavior) of all of these cards. The current situation with OpenGL is far from ideal, but it's a damned sight better than having to rewrite my code all the time every time for each new device that comes out.
The last chunk of the article talks about the magical ~physics~ that this sort of thing will enable, because real-time raytracing is the the future right? Right? Guise?
If Apple does indeed end up ditching OpenGL (not that they were doing a great job of keeping up with the core API until recently, though they did keep new extensions rolling in steadily), it'd be more proof of them being shitty to engineers and the rest of the development community as a whole.
- flohofwoe 12y agoTo be fair, the Metal API is a lot more straightforward then OpenGL, and OpenGL is far from being "write once run everywhere". Each OpenGL platform, GPU and driver comes with its own set of quirks and problems. I do not think that vendor-specific APIs are the right way, but the current OpenGL situation isn't that much different. I would have hoped that Apple shows some real progress on their OpenGL implementations instead of writing their own API though.
- United857 12y agoThat's probably why Apple didn't announce Metal for the desktop. With tight vertical integration with the hardware, and no contention for multiple apps/windows drawing to the screen, the iOS platform is ideal for this.