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OpenGL is still being maintained, it just isn't being updated. Since OpenGL 4.0 or something we've had vertex and pixel shaders. As a non-AAA developer, I can't imagine anything else I'd really need.

BTW: If anyone says OpenGL is "deprecated", laugh in their face.



Apple officially deprecated GL/GLES on both MacOS and iOS 7 years ago, and only ever supported up to GL 4.1 (which came out in 2010), meaning it doesn't support essential "modern" features like compute shaders (DX11 had them in 2009), or bindless textures (supported since 2012 on AMD+Nvidia, and 2015 for Intel iGPUs, massive performance win, needed for GPU driven rendering and ray tracing).


Right, and the damage Apple has done to themselves with this policy is several orders of magnitude higher than OpenGL users have suffered from not being able to use OpenGL on Mac or iOS. Apple gets: No indie games that aren't sluggish Unity or Unreal asset flips. OpenGL devs get: Now you need to pay a specialist a few $x,xxx to port your game to iOS if you ever get popular enough that you want your game on the Apple ecosystem.


Apple did that to push people towards their own walled garden of APIs rather than some deficiency of the OpenGL API.

There is no "technical" solution to this, no Even better API that would make them support it, as it's a business decision as much as anything else.


OK, maybe OpenGL is not "unmaintained" but the major OS and hardware vendors have certainly handed him his hat.




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