You are correct, it does make it more possible (I would hesitate to use the word “easy” - but ok - “easier” is technically correct ). That said, it’s still a long path.
I would also point out that the only way of delivering software to an iPad is via the iOS App Store, with all the myriad issues that raises.
But back to your point: yes, the fact that Rhino for Mac is running natively on Apple Silicon does indeed make something like this more technically feasible. It certainly makes us take another look at our woefully neglected viewer project (iRhino 3D) and explore some new possibilities.
Just please do not hold your breath for a Rhino for Mac you purchase on the iOS App Store.
Thank you for your clear reply.
I understand it’s a long and not planned path (for now).
If one of App Store issues is “the Apple cut”, consider that external App Store subscriptions are not subject to it.
That said, thank you for keep improving Rhino as a great multi platform software!
Not if we’ve done our jobs properly. Correct, if you’re calling into a native library, you’ll want to include a FAT binary with both the x86_64 and arm64 slices.
We are a bit behind updating our documentation, extensions, etc. to support all this, but we hope to get to it soon. We hope to have better support for Visual Studio for Mac and Visual Studio Code going forward.
Out of curiosity, does Fologram use Display Conduits to make OpenGL calls?
Good point Dan, that is going to be a problem for existing plug-ins. Rhino 8 for Mac will be using Metal and we are not going to probably only allow OpenGL as a legacy fallback if we support it at all. If you are using the Rhino display pipeline functions to draw things, we can support this by performing the appropriate action depending on the underlying GPU technology. If you are directly calling OpenGL, there is nothing we can do.
Not as of yet. We currently are investigating the best way for us to render to the viewport at the moment for a future release; based on Steve’s comments it sounds like using the wrapped calls i.e. DisplayConduit.DrawMesh will be a reasonably safe platform agnostic way to do this?