In short, a version number 1.1 less than the version number khronos are currently at makes very little difference to how well applications can be coded.
#Opengl 4.3 code
If you go code some OpenGL on a Mac, which has hardware that could support OpenGL 4.2, you will discover that the GL 3.2 core context that you have, in fact already includes all the extensions necessary to make up OpenGL 4.2, so while you have a GL 3.2 context, you can in fact do all the things you'd expect to do on that hardware. To make up the OpenGL 4.3 standard, they took a bunch of interesting looking OpenGL extensions, and said "in order to have a complete OpenGL 4.3 implementation you must implement these extensions without the prefixes". OpenGL specs are in fact bundles of extensions. Now the fun bit, and why it doesn't matter that they don't support GL 4.2 (or now 4.3). If you're coding for lion, you can guarentee that OpenGL 3.2 is there, and don't need to write multiple render paths like you do otherwise. The reason they did this is because they support this version of OpenGL on all hardware that Lion runs on.
No, they released it for GL 3.2 core, which is 1.1 generations behind the now current.
#Opengl 4.3 drivers
When is apple going to get with the program related to 3D graphics? With Lion, they finally released drivers for OpenGL 3.3.
#Opengl 4.3 mac
Just curious, but you consider someone complaining about problems with the current OpenGL implementation on Mac to be a fanboy? That's a pretty interesting perspective you have there. My friends who deal with OpenGL on Mac on a nearly daily basis complain of bugs not a lack of features. I am a bit familiar with the process of deciding minimum system requirements.
I worked at a game developer for years, including the Mac development side. Translation I'm an Apple fanboy and frequently string bunches of words together in shallow and lame attempts to defend Apple's retarded and idiotic positions. In other words I think many developers would say Apple is behind in bug fixes not new features. I think most developers would prefer that Apple fix bugs and inconsistencies in the older versions of OpenGL (and video drivers) rather than implement the latest OpenGL. Developers usually want to support anything sold in the last few years. When I try to start nTopology, the error "OpenGL Context Creation Failed" occurs.Games don't generally require the latest hardware and software.In case you have several graphics cards in your system, please make sure that the one that is connected to your monitor meets these requirements. The demo is available in the hostapi/gl-430-arb-compute-shaderParticlesSSBO/ folder of the code sample pack. The SSBO is then used as a vertex source for particles rendering. If you have a compliant graphics card in your system and still get this message, please make sure that the appropriate drivers from the manufacturer are installed and up to date. A compute shader (an OpenGL 4.3 feature) reads the position of a particle from a SSBO, updates it and writes the new position in the same SSBO. You may try to contact the system manufacturer for assistance, but most likely, upgrading the graphics card is required for this system to be compliant with nTopology. OpenGL is a standard for rendering 3D graphics used by GPU manufacturers, and implementation is mostly related to hardware. 1, OpenGL 1.3, OpenGL 1.4, OpenGL 1.5, OpenGL 2.0, OpenGL 2.1, OpenGL 3.0, OpenGL 3.1, OpenGL 3.2, OpenGL 3.3, OpenGL 4.0, OpenGL 4.1, OpenGL 4.2, OpenGL 4.3. This error occurs if the graphics card is out of date. NTopology requires an OpenGL 4.3 compliant graphics card.
#Opengl 4.3 upgrade
I want to upgrade the OpenGL version to enable software functionality.