I’m not gonna tell you I spent all day writing a buggy, incomplete implementation of OpenGL ES 1.0 on top of Metal, but I’m also not going to tell you I didn’t do that.
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What I will say is that writing this method felt very strangepic.twitter.com/WJNSDLxJK3
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Replying to @warrenm
Why GLES 1.0? Any problems with shaders translation?
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Replying to @CorporateShark
The aim was actually to stick to just the fixed-function pipeline for this exercise. I don’t think there’d be anything too tricky about the shader translation from, say, GLES 2.0 to Metal; it’s been done numerous times before.
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Replying to @warrenm
OFC. What can be really cool is to have a decent implementation of GL 4.5+ Core on top of Metal.
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Replying to @CorporateShark
How many apps want to target modern GL on the Mac but don’t want to move straight to Vulkan? I can’t imagine it’s a big number.
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Replying to @warrenm
It sounds like Apple was right when it announced GL was deprecated...
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Replying to @CorporateShark @warrenm
Well they kicked the hornet’s nest for developers who have running OpenGL projects.
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It’s not like the bits are disappearing any time soon, but the writing’s been on the wall for years. I was on stage at WWDC ‘16 not-so-subtly hinting at this, and I haven’t heard many complaints from developers who chose to adopt Metal in the meantime.
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Replying to @warrenm @CorporateShark
Yeah I’m all into Metal. But clearly there’s still an outrage across many devs, even though their programs will continue to run normally. Anyways, UE4 and Unity already use Metal, and I’m sure it’ll gain adoption across more devs. That and Vulkan.
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