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by LoSboccacc 3879 days ago
OpenGL is not the same everywhere even on the same GPU.

Every driver can negotiate its capabilities with the client app.

Apple has a software renderer that takes hold if client ask for an extension the gpu doesn't have, you have to ask a render surface in a specific way to get an error back when you ask ans unsupported feature.

At least that was the case when I last worked on a OSX app.

edit:

found some reference from the curious https://developer.apple.com/library/mac/documentation/Graphi...

"Since the OpenGL framework normally provides a software renderer as a fallback in addition to whatever hardware renderer it chooses, you need to prevent OpenGL from choosing the software renderer as an option."

also note that 1 this might not be the banished problem and 2 this may be an outdated document

1 comments

This is a good hypothesis. A difference in a few FPS could be attributed to less efficient drivers on one platform, but dropping to 1 FPS sounds to me like he's hitting a software rendering path on one platform and is fully HW accelerated on the other. I admit, it's been over a decade since I wrote OpenGL drivers, so perhaps things have changed drastically and my intuition is out of date.