Point # 2- > How to upgrade to macOS Monterey Reports indicate the EFI BOOT ROM is Required to Flash the Computer and is a requirement for a Successful Monterey Installation. The EFI Boot ROM included in Monterey is verifying for Original Apple Drive and if not found, may Balk or fail to upgrade to Monterey. Point # 1A - There are reports appearing on the ASC Forums regarding failed installation of Monterey on older Qualifying Apple Computers. In most cases this is related to having a NON Apple Original internal drive ? Point # 1 - Does the > Computer Qualify for the Monterey upgrade Ideally a good wrapper will also make Xojo’s 3D capability future proof as it could be updated to support whatever else comes along to replace the new tech today.The below points should be consider before attempting the upgrade. If you are to embark on such a project, I think this is something that Xojo should get behind as it appears that in the near future OpenGL won’t work on the macOS and who knows if it will work on Windows. His team then wrote the code to interact with the different hardware (of course using conditional compiling). So he and his team created a wrapper, whereby the game developers would write code against his wrapper. Many years ago I met a programmer for Sega, his role was within the intermediate layer team. I think that if writing a wrapper is something I do, it won’t be right away - there’s probably some value to waiting to see how things shake out - for example if Apple decided to support Vulkan or MS ports Direct X to mac (ideas I have zero evidence for) that would make one path more clear. I haven’t personally programmed in Vulkan, and am curious if anyone has programmed graphics in Diehr: The author further mentioned that it would be best for graphics programmers to understand and program OpenGL before learning how to program in Vulkan. I am paraphrasing the words used on article (that I can’t find at the moment) and he compared OpenGL to Vulkan is like Python/Xojo to C++. I think your right, Mac OS X and iOS probably would need to be programmed in Metal, as I can’t find official support for Vulkan on Macs. The wikipedia entry mentioned that third party support is available for iOS and macOS and is called MoltenVK. I just looked up on the Vulkan wikipedia page, and it appears that this API is on Android, Linux, and Microsoft Windows. I’m tempted at this point to write my own wrapper library that encapsulates internally the Metal (mac) and Vulkan (win) APIs - the idea would be that I have fast performance and at least a little standardisation. That is if I decide to stick with CoreImage as it’s a bit of a beast it’s great for simple things and makes you feel like it’s a really great image processing library, but it’s so hard to get to operate efficiently once you start doing more complicated Diehr: I’m only using OpenGL to display CoreImage content, looking at these numbers, next year I’ll probably drop OpenGL in favor for Metal. 71% of the respondents to our beta testing program are running Sierra (poor souls). Only to then dig up enough evidence to suggest that 3/4 of the Mac users who are online, are already running El Cap or newer. So I wrote this long message about how If I were you I’d also support OpenGL as Metal is only supported on 10.11 or newer. This sounds like the right idea, I think this is probably what most games companies do is create a wrapper for each OS and their respective technologies and then build upon that. I’m tempted at this point to write my own wrapper library that encapsulates internally the Metal (mac) and Vulkan (win) APIs - the idea would be that I have fast performance and at least a little standardization. I’m tempted at this point to write my own wrapper library that encapsulates internally the Metal (mac) and Vulkan (win) APIs - the idea would be that I have fast performance and at least a little Diehr: In the last year or so, things have become more complex: OpenGL is being replaced (?) by Vulkan, but Apple seems to not be interested in supporting it, instead pushing their own Metal. Long story short a lot of time spent writing special-case code for various OSs x Driver combinations, all in support of doing something “standard.” I’m afraid to even look at what Android uses It sounds like OpenGL drivers for both platforms are not a high priority.Īnd for iOS of course, OpenGL ES is used. MacOS OpenGL support has been different, in that they tend not to have “modern” support but the drivers do tend to be less buggy. Windows OpenGL driver support is horrible - just this week I found that several major GPU driver brands have serious bugs even in their most modern Window 10 drivers. In hindsight - right idea at the time but maybe a lot of pain that was un-necessary: About 10 years ago I decided that OpenGL was the way to go for my cross-platform (Mac, Windows) app.
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