All the crossplatform OpenGL-based libraries maintainers that are around will be so happy.
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I am not very interested in that kind of "low level" APIs; but will that affect PureBasic?
AFAIK PureBasic uses OpenGL on Linux and OSX for its 2D graphic (sprites etc).
Also the semi-wrapped OGRE uses OpenGL on OSX, but support for Metal will be added by its developers.
Then there is the OpenGL gadget, which I imagine will be simply no longer available on OSX, if/when Apple will actually remove OpenGL from the OS (but maybe it will never happen, who knows).
Apple wrote:
"Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders."
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Maybe it's necessary due to more power with a new API?
I wouldn't say necessary, Apple's OpenGL always sucked compared to other implementations, but that's not an OpenGL fault, just Apple's.
Metal is a better performer, but like Vulkan it's also a lot simpler to since it moves a lot of complexity up from the driver to the software using it, not exactly a great accomplishment.
Like ASM you have finer control = greater efficiency, but a lot more work to do yourself (try to render a triangle on Vulkan).
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The first thing I was looking for was "Metal API for windows"..
Metal is proprietary of Apple, but why anyone would like to adopt it anyway ? It's like Direct/X on Windows. It stays there.
Thinking they could have adopted Vulkan instead would have been expecting too much from Apple, but Vulkan is coming to OSX anyway implemented on top of Metal, so this would probably mitigate the problems they are always causing.
Carbon first, now OpenGL. OpenGL is a much bigger deal obviously, but it's not surprising. The writing was on the wall.