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Osx opengl 4.3
Osx opengl 4.3






osx opengl 4.3 osx opengl 4.3

Bugs in Apples software can sadly be present for month and even year. Sadly, Apple happens to be not as good as these companies at doing this job.īut hey, you find a bug, report it and the next update will provide you with a fix, right? I wish it would be this quick. Providing an up-to-date and performant OpenGL implementation is not an easy task, and you have to wonder why Apple tries to do this on there own and not letting Intel, NVidia and AMD provide the drivers as they do on Windows and Linux. You can find some more screenshots in the screenshot-folder: More Screenshots :).Once in a while I run across a bug in Apples OpenGL implementation. So, here are some more screenshots, because screenshots are awesome :) While the simulation runs, you can move around (always looking to the center!) with your mouse (left-klick and move) and zoom in/out with your mouse (right click and move up/down). OSX is not supported as the available OpenGL version does not reach 4.3. Unix-Libraries: xorg-dev and mesa-common-devīoth GLEW (The OpenGL Extension Wrangler Library) and GLFW (Window-Manager) are now included locally, so no system wideįor a system wide installation, further information is available under the following links:Ĭompiling and running should work under windows.

osx opengl 4.3

The following system attributes are required for running this simulation:Ī graphics card supporting OpenGL version 4.3 (For the compute-shader!). It should run on other machines as well but is not I tested an ran this simulation on a debian-based Linux OS (Ubuntu, Mint. Particles are attracted and accelerated by these points. There are several global randomly moving attraction points. The movement itself is computed using an Euler integration method for each particle. When a particle dies, it respawnes in its negated (x,y,z) position. Using the knowledge I gathered from this project, more complex, fascinating and fast projects are possible, which use the power ofĮach particle has a life span in which it fades from red (new born) to blue (about dying). This particle simulation is more like a proof of concept for myself or others, to show and understand how compute shaders in OpenGL work.

osx opengl 4.3

Particle-Simulation using the GPU via the OpenGL Compute-Shader








Osx opengl 4.3