It's a very weird move to me, even if the software in question will be kept compatible with Apple's Legacy OpenGL, these versions will be worse than their counterparts running on other platforms making use of new shiny OpenGL features.
It's like Apple is saying 'we don't care' to the 3d professional market, also doesn't Photoshop rely on OpenGL these days as well ?
Yes, though with Adobe's relationship with Apple they probably got all the handholding and resources to do the port to Metal.
They don't? Whats the matter? (mine works great, but I'm not a heavy user so curious if it depends on the model or I just didn't run into it so far)
let alone the inability to reconfigure things like n-trig pens to have hover right click/middle click functionality, it's been INCREDIBLY frustrating without any communication from microsoft.
Overall it's rough, there are days where it seems better than others - but I'll randomly lose sensitivity and multiple reboots appears to be the only pseudo-consistent means of getting it back.
That being said - It's still way more usable than Photoshop/Illustrator on my Mac.
I miss 15 years ago when I had CS2 + Intuos Pro 2 and everything just worked.
As if my deteriorating keys on this machine were not bad enough. This wasn't a good WWDC for me. My PC is working great despite being an obscure setup with mismatched GPUs, can't say I understand why the graphic designer workhorse machine MBP is unusable with Illustrator and that is working just fine..
I heard they have a WebAssembly/WebGL version now, betting that'll get wrapped up in a WebView and we can all pretend it's a native program still.
Speaking of WebGL, that's basically OpenGL ES 2.0, but I assume the implementation in WebKit is backed by Metal? What about other browsers like Firefox?
(eg. linking with the system-provided OpenSSL has been deprecated for years, but AFAIK they still ship it.)
To expand on your example, I maintain a legacy app that is stuck in 32-bit land because it relies on the QuickTime framework. QuickTime has been deprecated for seven years, and the transition to 64-bit has been in progress for over a decade, and yet my legacy app runs just fine even under the Mojave beta. There are multiple time bombs lurking in that app, and one of these days I'm going to have to rewrite it from the ground up, but I've been astonished at how long it has lasted.
Apple knows it would be bad karma to make a large number of legacy apps and games suddenly break on the Mac. They're not idiots; they have a perfectly good idea of the scale of mutiny that would ensue. So I'll eat my hat if OpenGL doesn't continue to work for at least the better part of the next decade.
It has entirely been removed from the latest (since 10.12 IIRC?) SDKs so now you have to keep older SDKs just to build your app.
"MoltenVK is a runtime library that maps Vulkan to Apple's Metal graphics framework on iOS and macOS."
It's a subset mostly for mobile.
On iOS, dunno, you probably have a point there.
It doesn't have the features you need when you're creating more complex documents. Last time I've used it it didn't even allow you to have different sections which allow you switch between the rotation of pages.