Results 96 comments of Le Hoang Quyen

> Just a clarification on this point. As far as I know, the issues @kakashidinho encountered with libGDX and RoboVM were related to setting up his dev environment and unfortunately...

@Berstanio I suppose adding a simple code in `MetalANGLE` to try creating metal device and fallback if it doesn't work would be fine. Alternatively, you could try to override default...

FYI, MetalANGLE requires iOS min version 9.0 not 12.0. You can set deployment target 9.0 and it should still work (although it will fallback to native OpenGL on pre iOS...

Ok. I will try to create a special version without OpenGL back-end when I can find some free time later. @MikeHart66 currently OpenGL is used as a backup when Metal...

Yes, unfortunately, I overlooked this Metal's limitation on older GPUs. If you want to use 4 RGBA32F render targets, you need to use Apple GPU Family 4 and later (iPhone...

Actually, I took a look again, `GL_RGAB32F` is not mandated to be renderable but `GL_RGAB32UI` is, and MetalANGLE probably won't support 4 render targets of `GL_RGAB32UI` on Apple A7 due...

Are you trying to implement deferred rendering? I think traditional deferred rendering doesn't perform well on mobile GPUs. I would try to implement frame buffer fetch extension in future to...

Could you give an example of how you currently use OpenGL with Qt? So that I can give a concrete advice. There are multiple ways to use `MetalANGLE`, depending on...