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OpenGL is dying #3
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I've switched to GLFW, so at least a small part of this is now done. |
Actually, a problem here is going to be that I am using the OpenGL back-end for skia. skia-python is pretty far behind mainline skia now, so there is an argument for replacing it, but I see no decent candidates and I'm not sure I have the appetite for creating my own… |
As an alternative to switching away from OpenGL entirely it is worth considering switching to using ANGLE. This is a cross-platform implementation of OpenGL ES that translates to Metal on macOS. Now that I have Flitter compatible with OpenGL ES, I could use ANGLE as the back-end without a lot of rewriting. Interestingly, I have sort of tested this on Apple Silicon macOS: the UTM virtualisation app allows running GLFW has direct support for EGL using the The problem, however, is that |
Had a quick look at changing An alternative is to switch to something else like |
Have kinda gotten |
My current use of pyglet and moderngl was always a hack and needs to end. There are, thankfully, now some decent alternatives to investigate.
The top candidate for replacing OpenGL has to be WebGPU – which thankfully isn't just for the web. The rust-based wgpu-native library provides a multi-platform translation API that, importantly for me, maps to Metal in macOS. There appear to be solid Python bindings available for this library.
I'm still going to need a windowing layer and GLFW may be the thinnest/simplest cross-platform API for this that is supported by wgpu-py.
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