![]() ![]() I recommend you do what the resolution to Issue #1 recommends: avoid any of the listed features in your application. I could enter in Mac’s world thanks to a MacBook Pro (with a 15-inch Retina. This lib is cross-platform and supports Windows, Linux and now OS X. ![]() > with the ES3_compatibility extension supported. These last months I worked (and I still work) on my new 3d lib that will be used in all my new tools. > implementation, it should not attempt to use a desktop GL context > RESOLVED: If the application needs a strict OpenGL ES 3.0 You only get something like full compatibility when running on a "compatibility profile” OpenGL context. > should make sure they don't use these features. > written for OpenGL-ES 3.0 that want to also be compatible with OpenGL To simplify the process, we recommend that you use. #Install opengl mac os x for mac#> RESOLVED: No, these will not be brought back into OpenGL 4.x Core. The installation procedures for Mac and Linux are essentially identical using the command-line interface. If you are using Mac OS 10.1, you also need to include the Foundation and OpenGL frameworks, too. The issue of deprecated features is #1 in the issues list, so not that difficult to find. Go to Project -> Add Frameworks and add the amework. “Ease the process” is indeed the key here. So this makes me think wikipedia might be wrong?Įxtension specs are written for OpenGL implementers not laymen or even users of the API. However the spec says "ease the process of porting applications from OpenGL ES 3.0 to OpenGL". ![]() #Install opengl mac os x for mac os x#OpenGL updates are integrated into the system updates for Mac OS X through the graphics. > Do you happen to know if GL_ARB_ES3_compatibility provides full OpenGL ES 3.0 compatibility? Wikipedia makes the statement "OpenGL 4.3 provides full compatibility with OpenGL ES 3.0". We assume that you have either Mac OS X 10.9 or higher installed. I guess the "Overview" section does say "will ease the process of porting applications from OpenGL ES 2.0 to OpenGL", but I guess I would've liked something a bit more blunt :-p fixed compilation for XCode 5.1 (may, 27 2014). or anyone: Is it stated it layman's terms anywhere that GL_ARB_ES2_compatibility does not actually provide full OpenGL ES 2.0 compatibility? Having to interpret this very high-level thing from the low-level details described in the "issues" section of a long wordy spec seems circuitous. added homebrew formula for automated source install (february, 25 2015). ![]()
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