Create and manage OpenGL rendering contexts for use in macOS, and perform operations on drawable objects.

Posts under OpenGL tag

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Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
5
0
1.2k
Apr ’26
CMake unable to generate the Xcode file described in this tutorial
In the Creating A 3D Application With Hydra Rendering tutorial on the Apple Developer website, on the last step where I execute this command: cmake -S ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ -B ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ I keep getting an error: CMake Error at CMakeLists.txt:5 (include): include could not find requested file: /Users/macuser/USDInstall/bin/pxrConfig.cmake I've tried to follow the instructions as mentioned in the README.md file included in the project files at least 5 times as well as moving the pxrConfig.cmake file around and copying it in different folders, then executed the command and was still unsuccessful into generating the proper file expected to compile and render the HydraPlayer renderer. How do I get cmake to generate the Xcode file to create the HydraPlayer renderer?
1
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218
May ’25
Come forzare la visualizzazione di un font diverso (es. Helvetica su iOS, Arial su Windows) in un PDF non incorporando i caratteri
Sto cercando di creare un PDF che, a seconda del sistema operativo, utilizzi un font diverso. Visto che mi è capitato di scaricare da Internet un PDF che veniva visualizzato con con Arial su Windows e con Helvetica su iOS/macOS (anche su siti di drive, OneDrive ) vorrei creare un PDF che venga visualizzato con Arial su Windows e con Helvetica su iOS/macOS, sfruttando i meccanismi di fallback dei font di sistema (senza incorporare i font nel PDF). Ho provato a: • Scrivere il documento in Arial da Word su Windows; • Scrivere il documento in Helvetica da Word su Windows; • Disattivare l’incorporamento dei font nel salvataggio PDF su “Word”; Tuttavia, su iOS , in app come Onedrive, il PDF continua a visualizzarsi in Arial C’è un modo per: Evitare che iOS usi Arial se presente? Far sì che venga usato Helvetica come fallback? mi interessa anche capire se si può impedire ad iOS di usare Arial in lettura PDF. Qualcuno ha affrontato un caso simile o conosce un modo affidabile per ottenere questo comportamento cross-platform?
1
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218
Apr ’25
Why doesn't mac opengl support alpha textures?
I have used the Mac M1 and M4. Developing OpenGL projects on machines running macOS 15.2 and 13.6. Call the OpenGL library functions of Mac. glTexImage2D If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500. It makes me unable to draw normally on Mac. What's the reason for this? Don't they support it?
2
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794
Jan ’25
How is CAShapeLayer implemented
Hello, I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath. As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL? I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation... Thanks
3
0
910
Sep ’24
Why is an OpenGL positional (spot) light interfering with non-positional light
I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit. The problem is that if I have a scene with a non-positional light, everything works great. If I add a positional spotlight the two lights interact, and I get incorrect results. This problem does not occur on X86_64 Macs. It does occur when the app is X86_64 running under Rosetta or native ARM64. So it's either an Apple Silicon OpenGL driver behaviour my code is triggering, or something with the on-chip Apple Silicon graphics. Here is the "normal" case: the spotlight is to the right: Here, I have moved the spotlight down (Y = 1). Notice the black areas on the cube. That's incorrect. Now, I turn off the spotlight by commenting out the "makeALight" call for the spotlight (light 6). Now, the cube is evenly lit. Here is the test code I use to generate the lights. You will need to install glfw with brew to build it. main.cpp
0
1
770
Sep ’24
Deferred Rendering Supported?
Using Unreal Engine 5.4 for Apple Vision Pro. Creating a fully immersive VR Experience. When deploying a VR Application, can you use deferred rendering for the Apple Vision Pro? Or do you need to use forward shading, like for mobile devices? My goal would be to use deferred rendering, because of the much better shader options and quality. And I hope that the Apple Vision Pro with the integrated CPU and GPU could handle deferred rendering, that like a MacBook or a powerful Gaming PC, Workstation. I couldn't find any information on that. Have been mainly developing VR Applications for Quest, but would love to create apps for the Apple Vision Pro. But I would need to know if defered rendering will work when deploying VR Apps from the Unreal Engine to the Apple Vision Pro system. Thanks a lot for any more information on that topic, appreciate it! all the best, Bernhard
0
0
1k
May ’24
freeglut throws error "failed to open display''
Sorry for my rudimentary question. Environment: ・Xcode 15.3 ・C++ ・Freeglut 3.4.0 ・XQuartz 2.8.6_beta2 (already started) Current status: The following problems occurred at the time of upgrading from Xcode 14.2 to Xcode 15.3. Despite setting DISPLAY appropriately in the user environment variable, an error message " failed to open display '' " is thrown when RUN with Xcode. However, if I run the binary built with Xcode directly in the terminal, it works fine. Question: Why is the DISPLAY environment variable not being passed to Xcode internals properly when RUN in Xcode?
0
0
1.1k
Apr ’24
segmentation error caused by libGL.dylib`(glViewport)
OS: Sonoma 14.2.1 (23C71), I am porting a linux code (that uses C++, QT) to mac OS. after compiling the code on mac, I get segmentation error due to libGL.dylib. My question is how to avoid the segmentation error. debug messages when I run it using lldb: 2024-03-21 13:13:17.957964+0530 EdgeMarker[10094:150997] SecTaskCopyDebugDescription: EdgeMarker[10094]/0#-1 LF=0 2024-03-21 13:13:18.962117+0530 EdgeMarker[10094:150997] SecTaskLoadEntitlements failed error=22 cs_flags=20, pid=10094 2024-03-21 13:13:18.962246+0530 EdgeMarker[10094:150997] SecTaskCopyDebugDescription: EdgeMarker[10094]/0#-1 LF=0 Process 10094 stopped * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xa80) frame #0: 0x00007ffa1c1295a4 libGL.dylib`glViewport + 22 libGL.dylib`glViewport: -> 0x7ffa1c1295a4 <+22>: movq 0xa80(%rax), %r9 0x7ffa1c1295ab <+29>: movq (%rax), %rdi 0x7ffa1c1295ae <+32>: popq %rbp 0x7ffa1c1295af <+33>: jmpq *%r9 Target 0: (EdgeMarker) stopped. Backtrace snippet: * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xa80) * frame #0: 0x00007ffa1c1295a4 libGL.dylib`glViewport + 22 frame #1: 0x000000010000c427 EdgeMarker`MyGLCanvas::initializeGL(this=0x00007f8e4f857710) at MyGLCanvas.cpp:33:2 The error occurs when initializing an opengl window: void MyGLCanvas::initializeGL() { m_width = this->frameGeometry().width(); m_height = this->frameGeometry().height(); m_initialized = true; m_Eye[0] = 0.0f; m_Eye[1] = 0.0f; m_Eye[2] = -2.0f; //Actual code m_PerspectiveAngleDegrees = 45.0f; m_NearPlane = 0.01f; m_FarPlaneOffset = 100.0f; glViewport(0, 0, (GLint)m_width, (GLint)m_height); Before calling MyGLcanvas::initializeGL() there is a call to setFocus() function. SetFocus is a function used in GUI programming to give focus to a specific window or control within a window. My second question : Is setFocus valid is mac OS or is there an equivalent?
0
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822
Mar ’24
OpenGL and NSScreen.mainScreen.backingScaleFactor
I init openGL now i wanna set glPixelZoom(pixelSizeX, -pixelSizeY); to dispaly a image with width and height to the entire window for this I do: rect:= window.frame; WindowBackingRect := window.convertRectToBacking(rect); pixelSizeX := WindowBackingRect.size.width / width / NSScreen.mainScreen.backingScaleFactor; pixelSizeY := WindowBackingRect.size.height / height / NSScreen.mainScreen.backingScaleFactor; under High Sierra 10.13.6 on an intel mac from 2011 NSScreen.mainScreen.backingScaleFactor return 1 because there is no retina. under Sonoma 14.3 an an intel mac from 2020 NSScreen.mainScreen.backingScaleFactor return 2 because of retina. this works correct. under Venture 13.6 on an aarch64 mac from 2020 NSScreen.mainScreen.backingScaleFactor returns 2 BUT the image is only half so big as it should be. (if i let the scale factor away on the new intel mac, the image is twice big as it should be. On the new AArch64 mac it is correct.) what to do?
0
0
893
Feb ’24
Mesa with LLVM on MacOS
Hi, I have a MacBook Pro with an Intel Iris Plus Graphics 640, which gives maximum 4.1 OpenGL context. Thus, I would like to use Mesa as an alternative for getting higher contexes e.g. 4.5 or 4.6. I don’t care about performance in this phase. I have built Mesa with LLVM (llvm-config… etc…) but even by placing the built libGL.dylib in the same folder with executable or setting DYLD_LIBRARY_PATH or DYLD_INSERT_LIBRARIES, I am not able to get the Mesa renderer. Does Apple support this overriding of libGL with a custom one? Any help/guidance would be really appreciated. Thanks
1
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997
Jan ’24
OpenGL on future iPhones and Macs?
Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
16
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8.4k
Dec ’23
Leaking WebGLRenderer when rerendering on iOS
I have created a react-three-fiber web-app which uses webgl canvas. When the canvas is forced to rerender due to external change, a new canvas context is being created and the previous one is not lost. This leads to safari refresh and crash as the no of active canvas contexts goes beyond the max limit alongwith the memory. This issue is specific to Safari only and (chrome only on iOS). Does Safari have a different garbage collection mechanism and not include webgl context clear automatically? If it doesnt, is there an API to invoke the same?
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1.1k
Nov ’23
Are OpenGL and OpenCL supported on Apple silicon?
OpenGL is deprecated for new development, and Apple's docs no longer even acknowledge the existence of OpenCL. However, many legacy MacOS apps contain modules written in those languages, and they have been building with Xcode and running on Intel Macs just fine. I need to know if they are also tacitly supported on M1 Macs, and if so, whether there is a known kill date.
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15k
Oct ’23
OpenGL stutter on Apple Silicon
We use an in-house OpenGL app to provide the out-the-window visuals for our flight simulators. The app is cross platform, but until now the Mac version was only used by desktop researchers, not in our primary sim labs. Now we are attempting to replace some Windows boxes with Apple Studios. We can easily maintain high framerate, and visual quality is excellent, but we are finding the graphics have a bit of stutter during high yaw rates (which quickly forces new assets into view). I've eliminating unnecessary processes, tried raising my priority via pthread_set_qos_class_self_np() or thread_policy_set(), and reducing textures quality, all of which helped, but it didn't eliminate the problem. For background, we are using framebuffers, we have a very large texture database (90 GB), and the render code runs in the main thread (not a secondary thread). What might I be missing?
0
0
878
Aug ’23
[OpenGL] [Crash] Temp image allocation failed !!
while i'm using opengl interface 'glReadPixels', i got the error: failed assertion temp_buffer != nil at line 507 in readFramebufferData. Temp image allocation failed. w=720, h =1280, rowbytes=2880, pixelbytes=4 glrFmt=0x024 mtex=0x283d16100 then my app crashed. backtrace as below thread #78, queue = 'com.apple.root.user-initiated-qos', stop reason = signal SIGABRT frame #0: 0x00000001f843e158 libsystem_kernel.dylib__pthread_kill + 8 frame #1: 0x00000002078845f8 libsystem_pthread.dylibpthread_kill + 208 frame #2: 0x00000001c4a344b8 libsystem_c.dylibabort + 124 frame #3: 0x00000001b89168b0 MetalMTLReleaseAssertionFailure + 184 frame #4: 0x000000023fd7e87c AppleMetalGLRenderergldReadFramebufferData + 1372 frame #5: 0x000000022cbe54ec GLEngineglReadPixels_Exec + 1108 i've no idea what happened
0
0
835
Jun ’23
Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
Replies
5
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0
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1.2k
Activity
Apr ’26
CMake unable to generate the Xcode file described in this tutorial
In the Creating A 3D Application With Hydra Rendering tutorial on the Apple Developer website, on the last step where I execute this command: cmake -S ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ -B ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ I keep getting an error: CMake Error at CMakeLists.txt:5 (include): include could not find requested file: /Users/macuser/USDInstall/bin/pxrConfig.cmake I've tried to follow the instructions as mentioned in the README.md file included in the project files at least 5 times as well as moving the pxrConfig.cmake file around and copying it in different folders, then executed the command and was still unsuccessful into generating the proper file expected to compile and render the HydraPlayer renderer. How do I get cmake to generate the Xcode file to create the HydraPlayer renderer?
Replies
1
Boosts
0
Views
218
Activity
May ’25
Come forzare la visualizzazione di un font diverso (es. Helvetica su iOS, Arial su Windows) in un PDF non incorporando i caratteri
Sto cercando di creare un PDF che, a seconda del sistema operativo, utilizzi un font diverso. Visto che mi è capitato di scaricare da Internet un PDF che veniva visualizzato con con Arial su Windows e con Helvetica su iOS/macOS (anche su siti di drive, OneDrive ) vorrei creare un PDF che venga visualizzato con Arial su Windows e con Helvetica su iOS/macOS, sfruttando i meccanismi di fallback dei font di sistema (senza incorporare i font nel PDF). Ho provato a: • Scrivere il documento in Arial da Word su Windows; • Scrivere il documento in Helvetica da Word su Windows; • Disattivare l’incorporamento dei font nel salvataggio PDF su “Word”; Tuttavia, su iOS , in app come Onedrive, il PDF continua a visualizzarsi in Arial C’è un modo per: Evitare che iOS usi Arial se presente? Far sì che venga usato Helvetica come fallback? mi interessa anche capire se si può impedire ad iOS di usare Arial in lettura PDF. Qualcuno ha affrontato un caso simile o conosce un modo affidabile per ottenere questo comportamento cross-platform?
Replies
1
Boosts
0
Views
218
Activity
Apr ’25
Why doesn't mac opengl support alpha textures?
I have used the Mac M1 and M4. Developing OpenGL projects on machines running macOS 15.2 and 13.6. Call the OpenGL library functions of Mac. glTexImage2D If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500. It makes me unable to draw normally on Mac. What's the reason for this? Don't they support it?
Replies
2
Boosts
0
Views
794
Activity
Jan ’25
How is CAShapeLayer implemented
Hello, I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath. As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL? I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation... Thanks
Replies
3
Boosts
0
Views
910
Activity
Sep ’24
Why is an OpenGL positional (spot) light interfering with non-positional light
I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit. The problem is that if I have a scene with a non-positional light, everything works great. If I add a positional spotlight the two lights interact, and I get incorrect results. This problem does not occur on X86_64 Macs. It does occur when the app is X86_64 running under Rosetta or native ARM64. So it's either an Apple Silicon OpenGL driver behaviour my code is triggering, or something with the on-chip Apple Silicon graphics. Here is the "normal" case: the spotlight is to the right: Here, I have moved the spotlight down (Y = 1). Notice the black areas on the cube. That's incorrect. Now, I turn off the spotlight by commenting out the "makeALight" call for the spotlight (light 6). Now, the cube is evenly lit. Here is the test code I use to generate the lights. You will need to install glfw with brew to build it. main.cpp
Replies
0
Boosts
1
Views
770
Activity
Sep ’24
Deferred Rendering Supported?
Using Unreal Engine 5.4 for Apple Vision Pro. Creating a fully immersive VR Experience. When deploying a VR Application, can you use deferred rendering for the Apple Vision Pro? Or do you need to use forward shading, like for mobile devices? My goal would be to use deferred rendering, because of the much better shader options and quality. And I hope that the Apple Vision Pro with the integrated CPU and GPU could handle deferred rendering, that like a MacBook or a powerful Gaming PC, Workstation. I couldn't find any information on that. Have been mainly developing VR Applications for Quest, but would love to create apps for the Apple Vision Pro. But I would need to know if defered rendering will work when deploying VR Apps from the Unreal Engine to the Apple Vision Pro system. Thanks a lot for any more information on that topic, appreciate it! all the best, Bernhard
Replies
0
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0
Views
1k
Activity
May ’24
submitting application with OpenGL dependency to App Store
Hi, I am experience crashes with my application after code signing, this didn't happen before. Does OpenGL require special permissions? GSequencer stack-trace gtk4 crash by, Joël
Replies
3
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0
Views
1k
Activity
Apr ’24
Unable to install MongoDB OpenGL on my MacBook Pro M1 system
Help!!!
Replies
1
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0
Views
816
Activity
Apr ’24
freeglut throws error "failed to open display''
Sorry for my rudimentary question. Environment: ・Xcode 15.3 ・C++ ・Freeglut 3.4.0 ・XQuartz 2.8.6_beta2 (already started) Current status: The following problems occurred at the time of upgrading from Xcode 14.2 to Xcode 15.3. Despite setting DISPLAY appropriately in the user environment variable, an error message " failed to open display '' " is thrown when RUN with Xcode. However, if I run the binary built with Xcode directly in the terminal, it works fine. Question: Why is the DISPLAY environment variable not being passed to Xcode internals properly when RUN in Xcode?
Replies
0
Boosts
0
Views
1.1k
Activity
Apr ’24
segmentation error caused by libGL.dylib`(glViewport)
OS: Sonoma 14.2.1 (23C71), I am porting a linux code (that uses C++, QT) to mac OS. after compiling the code on mac, I get segmentation error due to libGL.dylib. My question is how to avoid the segmentation error. debug messages when I run it using lldb: 2024-03-21 13:13:17.957964+0530 EdgeMarker[10094:150997] SecTaskCopyDebugDescription: EdgeMarker[10094]/0#-1 LF=0 2024-03-21 13:13:18.962117+0530 EdgeMarker[10094:150997] SecTaskLoadEntitlements failed error=22 cs_flags=20, pid=10094 2024-03-21 13:13:18.962246+0530 EdgeMarker[10094:150997] SecTaskCopyDebugDescription: EdgeMarker[10094]/0#-1 LF=0 Process 10094 stopped * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xa80) frame #0: 0x00007ffa1c1295a4 libGL.dylib`glViewport + 22 libGL.dylib`glViewport: -> 0x7ffa1c1295a4 <+22>: movq 0xa80(%rax), %r9 0x7ffa1c1295ab <+29>: movq (%rax), %rdi 0x7ffa1c1295ae <+32>: popq %rbp 0x7ffa1c1295af <+33>: jmpq *%r9 Target 0: (EdgeMarker) stopped. Backtrace snippet: * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0xa80) * frame #0: 0x00007ffa1c1295a4 libGL.dylib`glViewport + 22 frame #1: 0x000000010000c427 EdgeMarker`MyGLCanvas::initializeGL(this=0x00007f8e4f857710) at MyGLCanvas.cpp:33:2 The error occurs when initializing an opengl window: void MyGLCanvas::initializeGL() { m_width = this->frameGeometry().width(); m_height = this->frameGeometry().height(); m_initialized = true; m_Eye[0] = 0.0f; m_Eye[1] = 0.0f; m_Eye[2] = -2.0f; //Actual code m_PerspectiveAngleDegrees = 45.0f; m_NearPlane = 0.01f; m_FarPlaneOffset = 100.0f; glViewport(0, 0, (GLint)m_width, (GLint)m_height); Before calling MyGLcanvas::initializeGL() there is a call to setFocus() function. SetFocus is a function used in GUI programming to give focus to a specific window or control within a window. My second question : Is setFocus valid is mac OS or is there an equivalent?
Replies
0
Boosts
0
Views
822
Activity
Mar ’24
OpenGL and NSScreen.mainScreen.backingScaleFactor
I init openGL now i wanna set glPixelZoom(pixelSizeX, -pixelSizeY); to dispaly a image with width and height to the entire window for this I do: rect:= window.frame; WindowBackingRect := window.convertRectToBacking(rect); pixelSizeX := WindowBackingRect.size.width / width / NSScreen.mainScreen.backingScaleFactor; pixelSizeY := WindowBackingRect.size.height / height / NSScreen.mainScreen.backingScaleFactor; under High Sierra 10.13.6 on an intel mac from 2011 NSScreen.mainScreen.backingScaleFactor return 1 because there is no retina. under Sonoma 14.3 an an intel mac from 2020 NSScreen.mainScreen.backingScaleFactor return 2 because of retina. this works correct. under Venture 13.6 on an aarch64 mac from 2020 NSScreen.mainScreen.backingScaleFactor returns 2 BUT the image is only half so big as it should be. (if i let the scale factor away on the new intel mac, the image is twice big as it should be. On the new AArch64 mac it is correct.) what to do?
Replies
0
Boosts
0
Views
893
Activity
Feb ’24
Mesa with LLVM on MacOS
Hi, I have a MacBook Pro with an Intel Iris Plus Graphics 640, which gives maximum 4.1 OpenGL context. Thus, I would like to use Mesa as an alternative for getting higher contexes e.g. 4.5 or 4.6. I don’t care about performance in this phase. I have built Mesa with LLVM (llvm-config… etc…) but even by placing the built libGL.dylib in the same folder with executable or setting DYLD_LIBRARY_PATH or DYLD_INSERT_LIBRARIES, I am not able to get the Mesa renderer. Does Apple support this overriding of libGL with a custom one? Any help/guidance would be really appreciated. Thanks
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1
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997
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Jan ’24
OpenGL on future iPhones and Macs?
Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
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16
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8.4k
Activity
Dec ’23
Leaking WebGLRenderer when rerendering on iOS
I have created a react-three-fiber web-app which uses webgl canvas. When the canvas is forced to rerender due to external change, a new canvas context is being created and the previous one is not lost. This leads to safari refresh and crash as the no of active canvas contexts goes beyond the max limit alongwith the memory. This issue is specific to Safari only and (chrome only on iOS). Does Safari have a different garbage collection mechanism and not include webgl context clear automatically? If it doesnt, is there an API to invoke the same?
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0
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1.1k
Activity
Nov ’23
Are OpenGL and OpenCL supported on Apple silicon?
OpenGL is deprecated for new development, and Apple's docs no longer even acknowledge the existence of OpenCL. However, many legacy MacOS apps contain modules written in those languages, and they have been building with Xcode and running on Intel Macs just fine. I need to know if they are also tacitly supported on M1 Macs, and if so, whether there is a known kill date.
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5
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15k
Activity
Oct ’23
OpenGL stutter on Apple Silicon
We use an in-house OpenGL app to provide the out-the-window visuals for our flight simulators. The app is cross platform, but until now the Mac version was only used by desktop researchers, not in our primary sim labs. Now we are attempting to replace some Windows boxes with Apple Studios. We can easily maintain high framerate, and visual quality is excellent, but we are finding the graphics have a bit of stutter during high yaw rates (which quickly forces new assets into view). I've eliminating unnecessary processes, tried raising my priority via pthread_set_qos_class_self_np() or thread_policy_set(), and reducing textures quality, all of which helped, but it didn't eliminate the problem. For background, we are using framebuffers, we have a very large texture database (90 GB), and the render code runs in the main thread (not a secondary thread). What might I be missing?
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0
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878
Activity
Aug ’23
Is the App Store still accepting apps with OpenGL?
I am looking for clarification as to whether the App Store will accept apps with OpenGL as the rendering framework. We just took over maintenance of an app whose UI layer is written in OpenGL. We are tasked with recompiling it for iOS16 and then resubmitting to the App Store. The cost of rewriting the UI layer in Metal will be very high.
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0
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1k
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Aug ’23
[OpenGL] [Crash] Temp image allocation failed !!
while i'm using opengl interface 'glReadPixels', i got the error: failed assertion temp_buffer != nil at line 507 in readFramebufferData. Temp image allocation failed. w=720, h =1280, rowbytes=2880, pixelbytes=4 glrFmt=0x024 mtex=0x283d16100 then my app crashed. backtrace as below thread #78, queue = 'com.apple.root.user-initiated-qos', stop reason = signal SIGABRT frame #0: 0x00000001f843e158 libsystem_kernel.dylib__pthread_kill + 8 frame #1: 0x00000002078845f8 libsystem_pthread.dylibpthread_kill + 208 frame #2: 0x00000001c4a344b8 libsystem_c.dylibabort + 124 frame #3: 0x00000001b89168b0 MetalMTLReleaseAssertionFailure + 184 frame #4: 0x000000023fd7e87c AppleMetalGLRenderergldReadFramebufferData + 1372 frame #5: 0x000000022cbe54ec GLEngineglReadPixels_Exec + 1108 i've no idea what happened
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0
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835
Activity
Jun ’23
iOS Anti-aliasing issue April 2023
We recently observed antialiasing issues on iOS devices since this week. Works fine on desktop and Android. Refer to screenshots below. Is there a specific flag we need to enable/disable to fix this? we are using babylonjs as 3d renderer it work on webgl
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2
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1
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1.9k
Activity
Jun ’23