Want the performance of Metal in your OpenGL ES app on iOS and macOS?
Don’t re-write your OpenGL ES app — MoltenGL it
Get Metal performance with OpenGL ES on iOS and macOS. MoltenGL is an implementation of the OpenGL ES 2.0 API that runs on Apple's Metal graphics framework. With MoltenGL, you get the performance benefits and added debugging and performance tuning capabilities of the Metal framework, while maintaining compliance with the proven OpenGL ES 2.0 API.
On both iOS and macOS, applications and games built on OpenGL ES 2.0 can use MoltenGL to provide the additional graphic performance, debugging, and performance-tuning capabilities available through Metal, without having to abandon the familiar OpenGL ES 2.0 API, or rewrite rendering logic and shaders for a different platform.
MoltenGL automatically detects whether the device your application or game is running on supports Metal, and will use the Metal framework where available. When running on a device that does not support Metal, MoltenGL will automatically downshift, and transparently make use of the native OpenGL ES 2.0 rendering engine.
Draw up to 3x more content!
Want to render more content in your game or application? MoltenGL unleashes the power of Metal's low-latency rendering to let you perform up to 3x the number of draw calls from your OpenGL ES 2.0 game or application, all without changing they way you use OpenGL ES 2.0.
Draw at up to 3x the Frame-Rate!
Want to render your content faster? MoltenGL's use of Metal's low-latency rendering provides up to 3x the frame-rate to keep the action in your OpenGL ES 2.0 game or application smooth and fluid, all without changing they way you use OpenGL ES 2.0.
Continue to use the familiar, industry-standard OpenGL ES 2.0 API on all your platforms.
With MoltenGL, you can continue to use the familiar, industry-standard OpenGL ES 2.0 API to build games and applications that run unchanged on multiple devices, platforms, and operating systems, including those that support Metal.
MoltenGL automatically detects whether the device running your game or app supports Metal, and will use the Metal framework where available. When running on a device that does not support Metal, MoltenGL will automatically downshift, and transparently make use of the native OpenGL ES 2.0 rendering engine. You can continue to use a single OpenGL ES API to build across multiple devices, platforms and operating systems.
OpenGL ES on OS X.
With MoltenGL, now you have available a wickedly-fast implementation of OpenGL ES 2.0 that runs on OS X. Now you can seamlessly port your iOS games and applications to OS X, without having to rewrite and support them in desktop OpenGL. And on both platforms, your OpenGL ES application will benefit from the speed and additional debugging and performance tuning capabilities of Metal.
And don't forget WebGL. With OpenGL ES now running fast on iOS and OS X through MoltenGL, new opportunities open up for taking WebGL to another level of performance and capabilities, through browsers and other tools that use MoltenGL.
Stay Future Proof!
Benefit from the Metal development ecosystem.
Metal is the future of high-performance graphics on iOS and OS X, but it isn't portable. With MoltenGL, as Apple and others continue to add sophisticated developer tool support for Metal (such as advanced performance-tuning tools like Metal System Trace), you can benefit from these steady improvements to the Metal development ecosystem, while maintaining platform portability through the industry-standard OpenGL ES API.
Seamlessly convert your GLSL shaders to MSL.
Avoid the effort of rewriting your OpenGL GLSL shaders to run on Metal devices, and avoid the ongoing headache of maintaining two separate collections of shaders.
Metal uses a different shading language, the Metal Shading Language (MSL), than OpenGL ES 2.0, which uses the familiar OpenGL Shading Language (GLSL). MoltenGL will automatically convert your GLSL shaders to their MSL equivalents. This can be done transparently at run time, using the Runtime Shader Conversion feature of MoltenGL, or at development time using the offline MoltenGLShaderConverter development tool, provided with MoltenGL.