Apple says that apps built using OpenGL ES will continue to run in iOS 12, but Open GL ES is deprecated in iOS 12. Games and graphics-intensive apps that previously used OpenGL ES should now adopt Metal.
But I don't want to migrate my app from OpenGL to Metal because it's the same code for Android and I don't want to create two separate branches, so what can I do to continue to use OpenGL in future iOS releases?
Apple says that apps built using OpenGL ES will continue to run in iOS 12, but Open GL ES is deprecated in iOS 12. Games and graphics-intensive apps that previously used OpenGL ES should now adopt Metal.
OpenGL is deprecated for new development, and Apple's docs no longer even acknowledge the existence of OpenCL. However, many legacy MacOS apps contain modules written in those languages, and they have been building with Xcode and running on Intel Macs just fine.
The GLU specification was last updated in 1998 and depends on OpenGL features which are now deprecated.
OpenGL is available to all Macintosh applications. OpenGL for OS X is implemented as a set of frameworks that contain the OpenGL runtime engine and its drawing software. These frameworks use platform-neutral virtual resources to free your programming as much as possible from the underlying graphics hardware.
You more or less do not.
Apple has made it abundantly clear that they are not interested in supporting OpenGL ES further on any platform they control. In the future, you will use Metal or you will not have accelerated 3D graphics. Those will be your options.
There are projects that expose OpenGL ES on such platforms by implementing an ES layer on top of Metal. MoltenGL, for example, but that one isn't free apparently.
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