Well, but maybe they shouldn't have. Lots of 3D applications have performance problems on MacOS but not on Windows running on Bootcamp. Although, the OpenGL driver may not be the only culprit.
Originally Posted by aqnuep
Is it safe to say, feature wise, that OpenGL 3.x matches DX10 and OpenGL 4.x, DX11?
Plus, this intrigues me:
"Hundreds of new APIs give developers access to new core technologies and enhanced features within OS X. (...) A new graphics infrastructure underpins OpenGL and OpenCL and implements GLKit, first introduced in iOS 5, to make it easier to create OpenGL apps."
What do they mean? GLKit is based on OpenGL ES.
GLKit is meant to make it easier for ES 1.1 developers to switch to ES 2.0 by providing trivial "effects" so you don't need to implement trivial shaders that do little more than mimicing the fixed-function pipeline yourself. It also gives you some math functionality for dealing with matrices etc. If you use C++, GLM might be a better alternative for the later part (as it nicely mimics GLSL and is cross-plattform) while you might not want to use the other helpers in case you plan to build more complex shaders and effects anyway.
Originally Posted by AndreGB