thanks for your answer.
I am trying to get some sort of unified rendering working. One opengl codebase for windows, osx, android and ios. So having the same opengl calls and glsl shaders on all platforms. This is based on OpenGL ES 2.0. I am basically trying to get “Scenario 2” to work, which means I’m not actually using Metal (nor do I need it). Which works fine for 64bit, but not for 32bit. For now I have rolled my own hackish solution.
The 32bit limitation is mainly because of a lua dependency which doesn’t work well with precompiled scripts on 64bit.