Unfortunately Apple is doing exactly what Microsoft did during the “Great API 
Wars”. During this time, MS decided to go with its own exclusive graphics API 
namely Direct 3D as part of their whole DirectX technology instead of the 
obvious approach of supporting OpenGL fully.

These days, GPU drivers for DirectX work much better on Windows than those for 
OpenGL.

The same will now apply for Metal drivers versus OpenGL drivers on MacOS.

This is all about “vendor lock-in” and can be seen with other technologies like 
WebKit and Blink for example.

Of course this is bad news for the developers but devs are not the core market 
for Windows, Apple or Google/Android hardware.

The bright light on the horizon is Vulkan from Khronos which started out life 
as OpenGL 5 but is now being pushed as the ultimate cross platform graphics API.

Even Microsoft have jumped on board and Vulkan driver support on Windows is 
good.

We will have to wait and see but having a situation where OpenGL, DirectX, 
Metal and Vulkan are all important graphics APIs simultaneously is clearly not 
tenable.

> On 5 Jun 2018, at 06:51, Tom Schindl <tom.schi...@bestsolution.at> wrote:
> 
> Hi,
> 
> I don‘t know what the Apple guys are smoking but they just deprecated OpenGL. 
> The question is what does this mean for JavaFX.
> 
> See https://developer.apple.com/macos/whats-new/
> 
> Tom
> 
> Von meinem iPhone gesendet

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