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Render Encoder <- created with RenderPassDescriptorĭescriptor State used to change render ecoderĭepth Stencil State <- created with DepthStencil DescriptorįrontFaceStencil <- created wtih StencilDescriptorīackFaceStencil <- created wtih StencilDescriptor Render Pipeline State <- created with RenderPipelineDescriptor Not all of the functionality for OpenGL is available, but I didn't build this for conformance I just wanted to program OpenGL on the MacOS platform. But I suppose Metal evolved to meet market requirements and since OpenGL was in place the same features existed just in another form. I mapped as much of the functionality of Metal I could into OpenGL 4.6, it's surprising how much I was able to map directly from OpenGL state to Metal. (additional notes from conversy/MGL repo: the modified GLFW version is not mandatory, see below). The changes are included in the repository and should build correctly with the MGL xcode project. I modified a version of GLFW to work with MGL, it replaces the default MacOS OpenGL contexts.
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So far the following parts of OpenGL work The tests are functional, not coverage tests so they test the functionality of a path not all the possible permutations. Sleep/Wake UUID: 85893145-EB03-42CD-8F05-5FE7A61A7832Ĭrashed Thread: 0 Dispatch queue: is a start for porting OpenGL 4.6 on top of Metal, most of it is functional and has been tested. Path: /Applications/Starry Night College 8.app/Contents/MacOS/Starry Night College Here is an excerpt of the error message I keep receiving. I tried deleting everything and redownloading the software, but to no avail. All was well until I recently proceeded with Mac's updates. I've had to install SN8 for classes taken at Queen'sU.
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