Applications built for OpenGL ES 2.0 can use MoltenGL to run on top of Metal, to gain the additional graphic performance of Metal today, and to protect your investments in OpenGL ES into the future! MoltenGL is an implementation of the OpenGL ES 2.0 API that runs on Apple's Metal graphics framework. Core OpenGL, or CGL, is Apple Inc.' S Macintosh Quartz windowing system interface to the OS X implementation of the OpenGL specification. CGL is analogous to GLX, which is the X11 interface to OpenGL, as well as WGL, which is the Microsoft Windows interface to OpenGL. Hardware-accelerated OpenGL window and desktop rendering, limited to using OpenGL for texture composition, has been in use in Mac OS X, in a technology called Quartz Extreme, since Mac OS X v10.2. Quartz 2D Extreme is an enhancement of this feature and more directly comparable to Xgl. Currently, Mac OS X 10.5 “Leopard” uses the older, more limited OpenGL 2.1 standard, though it’s expected that Mac OS X 10.6 “Snow Leopard,” which comes out in September, will use OpenGL. It seems that most of the answers aren't aware of why this question is being asked. Apple’s OpenGL drivers have been basically ignored for five years. They are languishing on an ancient version—4.1—with a few extensions from 4.2 available.
Opengl 2.1 Mac Os X
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- By Robert P. Kuehne, J. D. Sullivan
- Published Dec 17, 2007 by Addison-Wesley Professional. Part of the OpenGL series.
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Description
- Copyright 2008
- Edition: 1st
- Premium Website
- ISBN-10: 0-321-35652-7
- ISBN-13: 978-0-321-35652-9
The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.
Leading OpenGL experts Robert Kuehne and J. D. Sullivan thoroughly explain the Mac's diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications.
Coverage includes
- A thorough review of Mac hardware and software architectures and their performance implications
- In-depth, expert guidance for accessing OpenGL from each of the Mac's core APIs: CGL, AGL, and Cocoa
- Interoperating with other Mac APIs: incorporating video with QuickTime, performing image effects with Core Image, and processing CoreVideo data
- Analyzing Mac OpenGL application performance, resolving bottlenecks, and leveraging optimizations only available on the Mac
- Detecting, integrating, and using OpenGL extensions
- An accompanying Web site (www.macopenglbook.com) contains the book's example code, plus additional OpenGL-related resources.
Opengl For Mac Os X 10.10
OpenGL® Programming on Mac OS® X will be valuable to Mac programmers seeking to leverage OpenGL's power, OpenGL developers porting their applications to the Mac platform, and cross-platform graphics developers who want to take advantage of the Mac platform's uniquely intuitive style and efficiency.
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Table of Contents
List of Figures xv
List of Tables xix
List of Examples xxi
Preface xxv
Acknowledgments xxix
About the Authors xxxi
Chapter 1: Mac OpenGL Introduction 1
- Why the Mac? 2
Why OpenGL? 3
The Book 4
Chapter 2: OpenGL Architecture on OS X 7
- Overview 7
About OpenGL 7
OpenGL Feature Support 14
API Layers 15
The Mac OS OpenGL Plug-In Architecture 17
Renderers 18
Summary 21
Chapter 3: Mac Hardware Architecture 23
- Overview 23
Data Flow and Limitations 24
Summary 32
Chapter 4: Application Programming on OS X 33
- Overview 33
Mac OS X Versions 33
System Configuration 34
Power Management 34
Filesystem 38
Finding, Verifying, and Filing Bugs 39
Threading 41
Data Parallel Computation: SIMD 42
Chapter 5: OpenGL Configuration and Integration 45
- API Introductions and Overview 46
Configuration API Relationships 49
Opengl For Mac Os
Chapter 6: The CGL API for OpenGL Configuration 55
- Overview 55
Error Handling 57
Pixel Format Selection 57
Context Management 63
Drawables 77
Using CGL Macros 86
Summary 86
Chapter 7: The AGL API for OpenGL Configuration 89
- Overview 89
Software Layering 90
Pixel Format and Context 91
Additional Topics 104
Alternative Rendering Destinations 109
Summary 120
Chapter 8: The Cocoa API for OpenGL Configuration 121
- Overview 122
NSOpenGLView 122
NSView 133
Additional Topics 140
Alternative Rendering Destinations 152
Summary 162
Chapter 9: The GLUT API for OpenGL Configuration 163
- Overview 164
Configuration and Setup 165
Summary 171
Chapter 10: API Interoperability 173
- Overview 173
Cocoa Image: NSImage 174
QuickTime 184
Summary 193
Chapter 11: Performance 195
- Overview 195
Axioms for Designing High-Performance OpenGL Applications 196
OpenGL for Mac OS X Rules of Thumb for Performance 201
Metrics 207
Efficient Data Management Using Mac OpenGL 209
Efficient Handling of Vertex Data 210
Efficient Handling of Texture Data 221
Textures 225
Shaders 226
Tools 226
Graphics Tools 228
Putting It All Together 237
Summary 243
Chapter 12: Mac Platform Compatibility 245
- Mac OS Versions 245
OpenGL Platform Identification 248
Mac OS Version Identification 249
Summary 251
Chapter 13: OpenGL Extensions 253
- Overview 253
Extension Design and API Integration 254
Extension Styles and Types 256
Identification, Selection, Query, and Usage 257
Utilization and Binding 262
Extension Management Libraries 269
Summary 275
Appendix A: X11 APIs for OpenGL Configuration 277
- Installation 277
Building X11 Applications on OS X 278
X11 Color Models 279
Appendix B: Glossary 281
Appendix C: The Cocoa API for OpenGL Configuration in Leopard, Mac OS X 10.5 283
- Overview 284
NSOpenGLView 284
NSView 294
Additional Topics 300
Alternative Rendering Destinations 312
Summary 322
Appendix D: Bibliography 323
Index 325
Preface
Index
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