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60 lines
2.4 KiB
60 lines
2.4 KiB
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8 years ago
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page platforms-macos macOS
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@brief Tips and tricks for macOS
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@tableofcontents
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@m_footernavigation
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@todoc homebrew
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@todoc travis setup
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@todoc bundling, dmg cpack
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With Apple decision to focus on Metal, macOS OpenGL support is stuck on version
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4.2 (i.e., a version before compute shaders are available).
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@section platforms-macos-opengl-best-practices Best practices
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Official Apple documentation:
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- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html)
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- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)
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@section platforms-macos-troubleshooting Troubleshooting
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- @ref AbstractShaderProgram::validate() expects that the shader has a
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properly configured framebuffer bound along with proper @ref Renderer
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setup. That is often hard to achieve, so the function cannot be portably
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used for shader validity testing.
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- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on
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macOS and gives zero results.
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*/
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}
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