Their goal is to have professional software to work on their system as best as possible. There are clear established benefits (“gratitude”) from that from Blender Foundation side, Apple got to participate in prioritizing Blender development regarding their share of contribution (to which project spend money, who get grants etc.).īesides that Blender healthy development on macOS is something Apple more concerned about. Spending their money on Patron membership is something Apple decided themself. Why they don’t give gratitude to Apple by adding that feature? There’s hope that with the adoption of Vulkan in the mobile/tablet space this limitation will be overcome, but it won’t happen overnight.Īlso they’ve got a support from Apple. As far i can remember and read in another site some time ago, Blender already was rejected in the Apple Store some time ago.Ībout Android devices, there were attempts in the past to do so, but android devices have/has very weak gpu’s that makes Blender impractical on these devices. Maybe Apple can make an exception for Blender, but the decision is ultimately in hands of Apple executives. And even with that, Apple has clearly established that GPL software and software that allows the use of “plugins” (since it can be weaponized as a way to jailbreak the device) will never get permission to be published in the Apple store, so no Ipads/Iphone, and Apple has been quite clear to every developer out there about this.Īpple is helping Blender to be used on MACs only, and it seems they are quite happy to limit it only for Macs. In basic terms, Blender uses lots of libraries that are GPL/GPL compatible, changing the license or even dual licensing is out of the question, and also requires every developer to agree to that, so that involves time, and for developers that reject the idea, code has to be removed/rewritten so money will also be needed: This means “too much effort for a too little return”.
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