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Posted: Wed Jun 06, 2018 11:05 pm
by mentaluproar
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Re: zandronum on Metal (mac)
Posted: Thu Jun 07, 2018 4:06 pm
by Sean
I mean, Apple's OpenGL implementation is
stuck in 2010, so it was no surprise it'd be deprecrated. As for Zandronum, Metal support is
very unlikely, given that it'd only happen if GZDoom implemented it, which again is very unlikely as it's a small amount of the userbase, and OpenGL is still supported elsewhere. A better approach would be to use Vulkan, which supports Windows, Linux, and
Mac, but is still pretty unlikely. And even if GZDoom did any of these things, Zandronum is well-known for being behind on its GZDoom base by quite a bit, so you wouldn't be using them in multiplayer for a long time.
Re: zandronum on Metal (mac)
Posted: Fri Jun 08, 2018 12:31 am
by Blzut3
There is definitely interest in a Vulkan renderer in GZDoom so something with MoltenVK is likely the route that will happen. That said I'm sure there will be an implementation of OpenGL over Metal by the time OpenGL gets removed (or OpenGL to Vulkan :P).
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Posted: Fri Jun 08, 2018 2:25 am
by mentaluproar
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Re: zandronum on Metal (mac)
Posted: Sun Jun 10, 2018 7:49 pm
by Torr Samaho
I will certainly not put any effort into supporting vendor lock-in APIs.
mentaluproar wrote: ↑Fri Jun 08, 2018 2:25 am
OGL on mac sucks so hard I really hope people skip over creating a compatibility layer and right to a modern standard.
Vulkan is a modern standard, Metal may be modern, but I wouldn't call it a standard...