"DO have the capability to render "dark" mode on anything" Yep they certainly can, but this is not the main feature or the motivator.
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This event here kick started the movement of this type of API to the Desktop world.
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*This blurb focused on the Personal Computer low level API race, in reality it was Sony with their "LibGCM" low level API, included in the PS3 dev kits which had almost all game developers shocked at how much more control, freedom and performance it delivered which made most everything else useless. By the time Vulkan was ready to release and be used in games, Apple had already rewrote most of the graphics layers in OSX with Metal acceleration being used in OSX Sierra. (In fact, Apple had the Metal API completed and released in devices to the public 1 whole year before Vulkan was even announced.
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So in this instance "MeTooGFXLibrary" camp would refer to both Vulkan and M$ D3D12 for playing "The Me too" card by following and copying Apple's new direction in 3D tech*. "MeTooGFXLibrary" If you researched these low level API's you would find out that Apple's Metal API came around before Vulkan and D3D12. Also since no one is relying on OpenGL anymore it's going to fizzle and rot since Khronos works on the Vulkan API now, they are never going to advance OpenGL anymore, hence it's a bad decision to stay on that API.
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Metal to OpenGL wrapper: First of all these components of OSX are not open source so this would never get anywhere and 2nd this is a terrible idea as you're taking an API that directly communicates to the GPU with custom written functions, then would be no possible way a high level API like OpenGL could pass that info directly onto the GPU (that's not how these older API's function). You can instantly see what kind of mess they would be in if they kept both 3D API's around (incompatibilities across all the new advanced features, further upkeep of all the Frameworks that now have to be written twice for each API = Equals more bugs, greater power draw and less stability by means of hardware variation compliance). Currently High Sierra does ship with both the old OpenGL Quartz compositor and the new Metal V2 Compositors. Currently older Macbooks with the Intel iGPU don't support the Metal API as they can't even use all the basic Metal API calls in release V1.0. The older Macbook's are too old: This is actually completely correct, Apple has rewritten most/all of the GUI, The Quartz 3D Compositor and CoreAnimation in Metal (Basically the whole desktop is now accelerated by Metal and this will only grow in time). You are missing very important details that dismiss almost everything you claimed as it was formulated by a collection of misinformation from people parroting unfounded conclusions based off of other parroters. What you wrote here is a decent synopsis with the information you been reading by others in general as it's trendy and popular to hate everything Apple does without gathering any real research/evidence. Another opinion is dropping opengl/cl support has nothing to do with performance or stability or engineering effort and purely about is profit.
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They literally DO have the capability to render "dark" mode on anything they choose, they have the source code after all.
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My opinion is Apples doing to force hardware upgrades and propagate #MeTooGFXLibrary. "That is until some genius on github decides to create an opengl wrapper that interrupts metal calls.