![]() In both cases as soon as Mac OS X gets the underlying technologies for Shader Model 5 these features will be supported, but probably not until then. There are no plans that I am aware of to reimplement Reflections on Translucent Materials for Shader Model 4, but that work would fall outside my domain, so I could be wrong. It will be supported eventually, but much, much later. In essence, it is not a high priority to get tessellation support working on the Mac, so it won’t arrive anytime soon. World displacement is dependent on Tessellation in order to work, so it naturally follows that this is stuck waiting for tessellation support to arrive. ![]() Since decoupling this is pretty tricky and tessellation isn’t regarded as a super important feature to expose on OS X right at the moment, UE4 on Mac doesn’t compile or run any of the tessellation shaders. However, UE4 only supports Tessellation as part of its Shader Model 5 rendering path, which also requires compute shaders and a few other bits & pieces. To be clear - OS X’s OpenGL 4.1 supports Tessellation. Graphics: DirectX 11 (Windows), Metal (macOS), or OpenGL 4. Yosemite AFAIK is still OpenGL 4.1, if they were going to update it then I’d have expected them to announce it at WWDC. Universe Sandbox is now available for Windows, macOS, Linux/SteamOS, HTC Vive.
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