MetalGL is an OpenGL ES 2.0 implementation that uses the Metal framework, so
you’d be trading off performance and rewriting a pretty big chunk of the
rendering code for not much gain. Furthermore, MetalGL’s license is
incompatible with the LGPL.
--
Cinder Roxley
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Additionally, effective OpenGL != effective Metal. In order to really take
advantage of Metal, you would be looking at a massive rewrite of the viewer's
rendering code to fit within the "Metal mindset" making a number of Metal
specific optimizations along the way, and optimizations may not
Additionally, effective OpenGL != effective Metal. In order to really take
advantage of Metal, you would be looking at a massive rewrite of the viewer's
rendering code to fit within the "Metal mindset" making a number of Metal
specific optimizations along the way, and optimizations may not
I heard that there is a project called MetalGL that aims to compile OpenGL
shaders using Metal... might make a port easier. Either way it would be
awesome to see an SL client written from the ground up in Swift running
Metal ... :D Maybe for SL 2 eh?
On Fri, Oct 30, 2015 at 6:43 PM, Oz Linden