On Apple, and OpenGL

I’d planned on a big post for this. I’ve even got a mostly finished draft in a separate browser window – all lamentations and shame, shame, Apple, both for neglecting OpenGL so badly to this point and for closing the door on cross-platform 3D (well, outside of WebGPU, anyway). Let’s be clear, neglecting the implementation of a standard for a half decade when you’re on its advisory board was already sending a message. It’s been functionally deprecated for ages. And they’re eager for people to adopt their own API, Metal. But the truth is that this turning away from a widely supported spec is hardly new – Apple’s tuning out of the broader computing landscape.

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