Port spring to ogl Vulcan..
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- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Port spring to ogl Vulcan..
Currently supports only OGL2.1, with some missing functionality -> not viable.
Re: Port spring to ogl Vulcan..
If anything it's worth to consider porting spring to Vulkan (along with re-thinking whole graphical pipeline from scratch). While it will enable running on Mac and allow for maximum performance (in theory), it's extremely difficult task in terms of required man-hours, so I doubt it will ever be done for spring.
Re: Port spring to ogl Vulcan..
So will a port to a GL <=4.1 core profile. Current develop branch builds on mac last time I tried. I'm not aware of what the current progress in the conversion is. I haven't seen an obviously GL-related commit in a while, but I'm not the best at understanding C++ivand wrote:it will enable running on Mac
Re: Port spring to ogl Vulcan..
Does it need to be mandatory ;..;
I really would prefer we chose 3.x core profile as mandatory as a first step. It's a big enough change as it is.
I really would prefer we chose 3.x core profile as mandatory as a first step. It's a big enough change as it is.
Re: Port spring to ogl Vulcan..
Dunno, I haven't looked what kind of functionality is currently leveraged, which is outside of 3.x. What I'm sure of that it's PITA to rely on extensions though. Imagine tons of hellish stuff like below:
Code: Select all
if (ARB_some_cool_extension) {
//you do some cool and optimized stuff
}
else {
//now you do what?
}
Re: Port spring to ogl Vulcan..
Yes, it needs to be mandatory. You are also a year too late for that discussion.
No, 105 will not run on Mac because Apple's GL4.1 implementation lacks crucial features and there are not going to be multiple code paths unless you pay me.
All things considered though, I think I'd rather write a new engine from the ground up.
No, 105 will not run on Mac because Apple's GL4.1 implementation lacks crucial features and there are not going to be multiple code paths unless you pay me.
All things considered though, I think I'd rather write a new engine from the ground up.
Re: Port spring to ogl Vulcan..
How much would we have to pay for a volcan rewrite?
Re: Port spring to ogl Vulcan..
Wait what? I though supporting Mac was the entire point of moving to the core profile…Kloot wrote: ↑03 Nov 2018, 11:28 Yes, it needs to be mandatory. You are also a year too late for that discussion.
No, 105 will not run on Mac because Apple's GL4.1 implementation lacks crucial features and there are not going to be multiple code paths unless you pay me.
All things considered though, I think I'd rather write a new engine from the ground up.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Port spring to ogl Vulcan..
Last edited by Forboding Angel on 25 Feb 2019, 15:01, edited 1 time in total.
Re: Port spring to ogl Vulcan..
I'm confused about this point as well. Is it a foregone conclusion that Mac OS X support will be dropped in coming releases of spring and macos?MasterBel wrote: ↑04 Nov 2018, 01:38Wait what? I though supporting Mac was the entire point of moving to the core profile…Kloot wrote: ↑03 Nov 2018, 11:28 Yes, it needs to be mandatory. You are also a year too late for that discussion.
No, 105 will not run on Mac because Apple's GL4.1 implementation lacks crucial features and there are not going to be multiple code paths unless you pay me.
All things considered though, I think I'd rather write a new engine from the ground up.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Port spring to ogl Vulcan..
It's not really fair to say that mac support will be "dropped".
Apple lacks support for some standard OpenGL features, which were added to OpenGL around 2010. Spring will update to use these features and probably doesn't have the resources to keep ~10yo backwards compat alive. This will mean Spring no longer compiles on macs.
Looks to me like apple aren't much interested in (non-phone/tablet) gaming.
Apple lacks support for some standard OpenGL features, which were added to OpenGL around 2010. Spring will update to use these features and probably doesn't have the resources to keep ~10yo backwards compat alive. This will mean Spring no longer compiles on macs.
Looks to me like apple aren't much interested in (non-phone/tablet) gaming.