Comments (9)
Currently, blender 4.1 alpha or upbge 0.41 alpha for MacOS uses Metal for the viewport. The crash comes from the upbge reasterizer when it tries to uses opengl .
I'm trying to remove all the Opengl calls for macos to start testing metal port. I will inform you to make tests.
Thanks for your feedback.
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Hi,
The Silicon build is here: https://mega.nz/folder/t9EEFSaS#JPiOPSInCZyU-SW_-rhEOQ
Currently I'm trying to cross-compile (from an intel mac) to get an apple silicon build but no success at this moment. I can help you with the build if you want.
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Thanks Michael.
By the way I built the game engine from the upbge-v0.36-release branch on a Intel Mac and I ran into the exact same issue. It crashes at the exact same place in GetNumLights() in RAS_OpenGLRasterizer.cpp.
I'm trying to re-build the official upbge-0.36.1-macOS-x86_64.dmg from the source which runs fine on my Intel and M1 Mac. Do you guys know what I'm missing?
UPBGE uses EEVEE right ? EEVEE works in latest Blender using macOS Metal. So UPBGE needs to hook into the EEVEE Metal calls not OpenGL. Not as easy as it sounds I guess.
from upbge.
Hi,
The Silicon build is here: https://mega.nz/folder/t9EEFSaS#JPiOPSInCZyU-SW_-rhEOQ
Currently I'm trying to cross-compile (from an intel mac) to get an apple silicon build but no success at this moment. I can help you with the build if you want.
Great. I'm on an Apple Silicon device (M1). Where are the build instructions ?
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OK. I built Blender first using https://wiki.blender.org/wiki/Building_Blender/Mac ... Successful build. Seems to work OK but don't know how stable it is. It's also Alpha (4.1.0).
Did the same for UPBGE and it built OK. However hitting "P" on the default cube project crashes it. This is likely because its 4.1.0 Alpha ? If so how do I build a stable UPBGE ?
UPBGE Blender Crash Report Default Project.txt
UPBGE Apple Silicon MacOS Crash Report Default Project.txt
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Currently, blender 4.1 alpha or upbge 0.41 alpha for MacOS uses Metal for the viewport. The crash comes from the upbge reasterizer when it tries to uses opengl .
I'm trying to remove all the Opengl calls for macos to start testing metal port. I will inform you to make tests. Thanks for your feedback.
Ah. Thanks.
Can the viewport renderer be temporarily switched away from Metal for the moment back to OpenGL either within Blender itself (I can't see an option for this) or with command line build option ?
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Any luck on this? I'd like to help if possible. Where should I start looking to understand and solve that issue?
from upbge.
Any luck on this? I'd like to help if possible. Where should I start looking to understand and solve that issue?
Blender upstream has an Apple Silicon download. Of course that Blender does not have the game engine anymore. So UPBGE OpenGL calls are coming from the game engine which of course was never fixed for Apple Silicon because it was removed from Blender main years ago. I wonder if a wrapper is available such as we see with DXVK ( https://github.com/doitsujin/dxvk ) that can translate from OpenGL to Metal ?
https://github.com/openglonmetal/MGL ? ... "This is a start for porting OpenGL 4.6 on top of Metal".
https://github.com/kakashidinho/metalangle ? ... "MetalANGLE - OpenGL ES to Apple Metal API Translation Layer".
https://www.reddit.com/r/opengl/comments/qtxgph/its_alive_opengl_45_on_mac_os_metal/ ? ... "It's alive OpenGL 4.5 on Mac OS Metal".
from upbge.
Thanks Michael.
By the way I built the game engine from the upbge-v0.36-release branch on a Intel Mac and I ran into the exact same issue. It crashes at the exact same place in GetNumLights() in RAS_OpenGLRasterizer.cpp.
I'm trying to re-build the official upbge-0.36.1-macOS-x86_64.dmg from the source which runs fine on my Intel and M1 Mac. Do you guys know what I'm missing?
from upbge.
Related Issues (20)
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