Trying to run the examples in fullscreen also result in jaggy performance, it's like the video output is not somehow even vsynced or it is trying to vsync multiple times per frame or something like this, the output is not smooth at all. Something is not right here, I don't remember this happening before.
This is strange I thought, this very simple app is making my MacBook Pro 2014 mid blowing it's fans.
Running the bounce app in windowed mode is taking nearly 85% in CPU usage, as seen here reported by top: Running even the basic examples that are bundled with glfw I'm seeing strange things.
Now, trying to pinpoint the problem I started to look at how the examples shipped with glfw were behaving. I was wondering what the heck was happening, because I hadn't change anything, only thing I had done I had not built my engine on Mojave, last time I tried it was in High Sierra (10.13). I also noticed my program was using unusually high CPU times, like around 50-60% for just a very simple scene, like one simple dodecahedron rendered, which previously hadn't taken anything above 10% ever IIRC. I tried both with vsync enabled and disabled, no difference. It was like the vsync was not happening, and the engine would be blasting frames to the screen too fast. This is something I noticed while I built my 3D engine using glfw in macOS Mojave.