Have a platform-specific renderer : I don't know the amount of tweaks and the burden of current support for OpenGL (ES) in SFML on all current platforms, but having a renderer per platform is very likely to be an awful huge pile of work, both for development and maintenance.Ģ. Here are a few suggestions about what looks possible:ġ. But the more SFML waits, and the more it'll sink in legacy (at least in mid-term regarding Apple platforms, and in long-term on other platforms too). This is not an issue for short-term, except if you're targetting better performance. You can more or less see that since Metal was released in 2014, no progress has been made on OpenGL (ES) support. On iOS, OpenGL ES 3.1 (2014) and OpenGL ES 3.2 (2015) are also not supported. On the other hand, macOS supports up to OpenGL 4.1 (spec released in 2010) and iOS supports up to OpenGL ES 3.0 (spec released in 2012). In 2017 Metal 2 was released both to macOS and iOS. As you may know, Apple is pushing its own GPU technology, Metal, which was made available to iOS in 2014 and to macOS in 2015.
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