- #OPENGL 4.3 MAC OS MAC OS X#
- #OPENGL 4.3 MAC OS MAC OS#
- #OPENGL 4.3 MAC OS ANDROID#
- #OPENGL 4.3 MAC OS PRO#
For those running newer Macs with dedicated graphics cards, such as the recently updated iMacs and 15" MacBook Pro with Retina Display, we're not there yet as those cards can actually support up to OpenGL 4.3.
#OPENGL 4.3 MAC OS MAC OS#
The Mac OS now supports OpenGL 4.1 and OpenCL 1.2.įor those of you running on Intel integrated graphics cards, all of your drivers are supported and up to date as even Intel's latest HD Graphics 5000 (as seen on the 2013 MacBook Air) and the Iris Pro 5200 (as seen on the latest MacBook Pro with Retina display) support OpenGL 4.0 and OpenCL 1.2. With the launch of Mac OS 10.9 Mavericks today, we see significant updates in regards to OpenGL and OpenCL drivers. Slowly after the launch of Lion, I installed Boot Camp and stuck to playing my Valve games on Windows due to the lack of support and updates.
Suffice to say, Counter-strike: Global Offensive and DOTA2 pale in comparison with their Windows counterparts. Whereas in the past Valve was quick to fix these issues, it felt as if Valve was starting to withdraw support from the Mac OS.
With the launch of 10.7 Lion in 2011 and 10.8 Mountain Lion in 2012, which saw minimal upgrades for OpenGL and OpenCL, Valve's library started to suffer from significant performance drops and issues. Not as great as it would on Windows using DirectX, but still serviceable for those in the Mac world. Obviously, this was key in Valve's more recent support regarding Linux.Īt that time, games like Team Fortress 2 and the Left 4 Dead series ran just fine. When Steam was launched on the Mac in 2010, Valve rewrote most of their games using the native OpenGL and OpenCL drivers that Snow Leopard at that time supported.
#OPENGL 4.3 MAC OS ANDROID#
When building on Linux or Android with the exact same code (well, not with this context switch I'm adding now), everything worked perfectly.When Mac introduced OpenGL (3.0) and OpenCL (1.0) drivers in Mac OS 10.6 Snow Leopard in 2009, not many applications took advantage of it. ) were not recognized (I had to switch to a pure Core profile glsl). but my fbos still won't work ("missing attachment"), the display is all buggy and everything is very slow.įurthermore, I had to change all of my shaders because all of the keywords I used ("varying", "attribute". I thus tried to put my context switching code on top of paint() (very dirty, just a cheap temporary testing solution). Nice.īut if I look at it when I'm in paint(), it's a 2.1 context again and I can't create FBOs. Ok so I managed to switch context (I forgot Now if I print out the QOpenGLContext just after switching with my new one (I create it in the renderer's constructor) I have a core profile in its 4.1 version. Thank you for your reply (I had already read this article, very useful even if not exactly my case as I think this problem might be qtQuick/OSX specific). I then tried replacing the currentContext with a new one in the renderer (I store the * ctx = new 2.1 context with no profile, and if I print out the result of makeCurrent(), I get a beautiful "0", meaning it failed. I tried declaring a new f(QOpenGLContext::currentContext()->format()) į.setProfile(QSurfaceFormat::CoreProfile) į.setVersion(3,2) // I tried 3.0, 3.2, 3.3, 4.0, luck. (I'm just using the example code without any modification) If I print out the current QOpenGLContext format I can see the current version is still 2.1. Well, kind of : the very simple example scene works flawlessly but it is because it doesn't need more than a 2.1 openGL context. So, for debugging purpose, I took the basic "OpenGL under QML": tutorial and tried it on my macbook to see if it works out of the box. All of my shaders are rejected at compilation because they're made for a GLSL version greater than 3.0 (core profile).
#OPENGL 4.3 MAC OS MAC OS X#
I have been trying to port my c++/qml/openGL project from linux to mac OS X 10.10 for several hours without any luck (it worked perfectly under linux).