> The visionOS platform doesn't have OpenGL support, as it's not supported by visionOS.
Hell would freeze over before Apple conformed and contributed to an existing open standard. They even failed to follow the Godot contribution guide for the PR itself.
OpenGL is quite dated for VR/AR. In the Apple ecosystem they supported OpenGL 4.1 for quite some time before moving to Metal, which was announced 2 years before Vulkan.
If you spent the time developing an in house graphics API since open standards weren’t moving forward, why would you rewrite everything a second time just a few years later? Shouldn’t you expect to get a decade or two out of your existing API and only do the massive rewrite when the benefits become more substantial?
Vulkan & OpenGL applications can translate to Metal with MoltenGL and MoltenVK, respectively.
> Hell would freeze over before Apple conformed and contributed to an existing open standard.
Why the vitriol?
Apple did in fact initiate and co-create the WebGPU standard [1].
[1] https://en.wikipedia.org/wiki/WebGPU
Edit to include quote of parent comment.
POSIX? C++? HTML? USB? There are plenty of existing open standards that Apple conforms and contributes to.
When open source types complain about this, I always enjoy the irony that macOS is POSIX compliant while Linux is not.
Correct... But from my understanding... OpenXR isnt reliant on OpenGL? it supports Vulkan, DirectX and metal -- https://github.com/godotengine/godot/pull/98872
"Hell would freeze over before Apple conformed and contributed to an existing open standard."
Counterpoint: WebKit and Swift.
> Hell would freeze over before Apple conformed and contributed to an existing open standard.
Better get some blankets because Apple has made significant contributions to many open standards - for example, USB-C. And, back in the day, OpenGL.
Its a mistake to think of a large company like apple as if it were a person, with their own goals and ideas. Apple is just too big for that. I mean, they have 164,000 staff. Thats big enough that "small" business units will still have thousands of people. So each area will end up creating its own culture, and have its own way of doing things.
The graphics division - these days - seems very intent on doing their own thing. But that doesn't tell us much about the rest of apple. 164 000 people is a lot of people. That's an awful lot of different opinions about open standards.