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OpenGL is deprecated on macOS and iOS, because Apple has changed to use Metal: https://github.com/godotengine/godot/issues/19368

That's why Godot is moving to Vulkan, that can also run on Metal: https://godotengine.org/article/retrospective-and-future

For Godot game developers, this will not be visible in any way, it's under the hood change to engine.

For other apps, there is in progress development to run full OpenGL on top of Vulkan with Zink. There is a blogpost about it here: https://www.collabora.com/news-and-blog/blog/2018/10/31/intr...

There is also a talk about it at The X.Org Developer's Conference 2019-10-02 here, for example Blender seems to work already: https://youtu.be/rV0P1ChE_5o?t=3970

All conference recordings are listed at conference website: https://xdc2019.x.org/



Thanks for sharing Zink, this gives me hope for OpenGL's future.


OpenGL really is a legacy API in 2020. There is a massive mismatch between modern GPU design and the OpenGL API design. The only reason it wasn't left behind a decade ago is that there wasn't a decent replacement.

Today, with Vulkan and soon WebGPU available, there really is very little reason to hang on to OpenGL for anything but legacy.


Yeah, because everyone wants to be a driver writer and compiler expert, in addition to graphics programming.


The only platform that has marked it as legacy doesn't support Vulkan (directly) either so I'm not convinced it's dead yet. The simpler API for the minor performance trade-off is still compelling for lots of uses.


WebGPU is a simpler API for doing modern rendering, with less tradeoff.

OpenGL is not simple if you want to actually do useful things with it.




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