gdxhyrd
Joined 7 years ago
Joined 7 years ago
That is not news, and that has nothing to do with the state of OpenGL.
Please, stop spreading misinformation about OpenGL.
In any case, abstraction layers for macOS already exist.
And, going by your definition, if Apple only allows Metal, then no API will be cross-platform ever anyway.
Everything you discuss also applies to multirepo, but worse, because there no one enforces consistency across all the project and you will end up with a broken interdependency.
Then there is WebGL and OpenGL ES, widely used everywhere too.
So, no, it is not going anywhere. In fact, Khronos themselves have said so.
They haven't supported OpenGL for years anyway, so the fact they deprecate it now is irrelevant.
Are we really going back 30 years?
That is how it has always been done and is still done.
Yes, you can do it differently with an IL, but that isn't new either (Java, .NET, etc.).
In any case, with SVN you usually do not want to give write perms to everyone in all the tree, so you end up with effectively partitioned spaces, or you make several repos instead, or you put another layer on top. With Git, anyone can easily develop global commits.
If your code/project/company uses the dependency in any way in production and it is not a part of the base system (which should be reproducibly installed), you include it; either in source or binary form.
Why is the size a problem? Developers should only be checking out once. If your repo hits the many-GiB mark, then you can apply more complex solutions (LFS, sparse, etc.) if it is a burden.
WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know one, you know the others pretty well, which is what is important for developers as you agree in the second paragraph.