Support for ARM processors and compute shaders on Mac
We are happy to announce that OPENRNDR 0.4.5 supports arm64 CPUs in Linux, Mac and Windows. This includes the M processors found in recent Apple computers.
At the same time, support for advanced OPENGL features like Compute Shaders are now available on Apple computers*. They were not supported because OPENGL 4.3 was not available, but thanks to Angle, compute shaders can be used in all desktop platforms
In the past it was a bit cumbersome to combine static elements with other elements affected by a Camera2D. For instance, imagine you want to render some fixed texts or a logo, while being able to pan, zoom and rotate a generative design.
Thanks to Camera2DManual and it’s isolated method this is now very simple. See this demo, or a different one in which the camera is applied interactively to the object under the mouse. The 3D equivalent is OrbitalManual and there’s a demo for it too.
There are a lot of new configurable shaders you can apply when drawing things. They can even be combined. Take a look at orx/orx-shade-styles at master · openrndr/orx · GitHub to see images and descriptions of what they have to offer.
Want to say I’m really excited about a lot of these. The FFT will be really nice as I’d been using some less-that-Kotlin-idiomatic Java libraries to do that. What I’m most excited about is finally being able to make GPU shaders on Mac. This platform parity is important as it makes it more more viable to develop on Mac yet deploy on (much cheaper) other platforms. Other stuff looks really good too!
I’m on a bit of a creative coding hiatus for various reasons, but I’ll definitely test these things out once I get back into things! Great work for everyone who worked on this!
Hey @torb , nice to read you I’ve been updating a project to make it work on a Mac Mini. I’ll post how it went when I have a moment. I hope to see you CC’ing soon again. Cheers!