{"id":117339,"date":"2024-07-11T21:43:01","date_gmt":"2024-07-11T19:43:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-graficheskoj-biblioteki-igl-1-0-abstragiruyushhej-rabotu-s-opengl-metal-vulkan-i-webgl"},"modified":"2024-07-11T21:43:01","modified_gmt":"2024-07-11T19:43:02","slug":"vypusk-graficheskoj-biblioteki-igl-1-0-abstragiruyushhej-rabotu-s-opengl-metal-vulkan-i-webgl","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/vypusk-graficheskoj-biblioteki-igl-1-0-abstragiruyushhej-rabotu-s-opengl-metal-vulkan-i-webgl","title":{"rendered":"Udgivelse af grafikbiblioteket IGL 1.0, der abstraherer arbejdet med OpenGL, Metal, Vulkan og WebGL","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Meta* har offentliggjort frigivelsen af den grafiske biblioteks IGL 1.0 (Intermediate Graphics Library), der tilbyder et universelt lavniveau API til GPU-h\u00e5ndtering. Det foresl\u00e5ede API d\u00e6kker de typiske funktioner for GPU'er og muligg\u00f8r oprettelsen af tv\u00e6rplatform-applikationer, der kan fungere oven p\u00e5 grafiske API'er som OpenGL, Metal og Vulkan p\u00e5 systemer med Android, iOS, Linux, macOS og Windows, samt bruge WebGL til rendering i webapplikationer, n\u00e5r applikationen kompileres til WebAssembly-mellemkode. Koden for IGL er skrevet i C++ og distribueres under MIT-licensen.    <\/p>\n<p>Der tilbydes backends til API'erne Metal 2+, OpenGL 2.x, OpenGL 3.1+, OpenGL ES 2.0+, Vulkan 1.1 og WebGL 2.0. Biblioteket er velegnet til spiludvikling, 3D-modelleringssystemer og andre projekter, der kr\u00e6ver underst\u00f8ttelse af h\u00f8j kvalitet grafik. Koden i IGL er optimeret til at opn\u00e5 maksimal ydeevne, selv n\u00e5r der arbejdes med komplekse og detaljerede modeller.       <\/p>\n<p>API-strukturen er udviklet med fokus p\u00e5 brugervenlighed og implementerer typiske koncepter, der er kendt af de fleste udviklere, der er fortrolige med et af de grafiske API'er. IGL er t\u00e6t p\u00e5 Vulkan og WebGPU i niveauet af abstraktioner, men er fri for specifikt bundet beskrivelser relateret til specifikke motorer. Biblioteket underst\u00f8tter tilf\u00f8jelse af udvidelser, som g\u00f8r det nemt at integrere ekstra funktionalitet og im\u00f8dekomme udvikleres unikke behov.      <center><img decoding=\"async\" alt=\"Udgivelse af grafikbiblioteket IGL 1.0, der abstraherer arbejdet med OpenGL, Metal, Vulkan og WebGL\" src=\"\/wp-content\/uploads\/2024\/07\/266fe527c384b85e3238d44453b30d79.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <center><img decoding=\"async\" alt=\"Udgivelse af grafikbiblioteket IGL 1.0, der abstraherer arbejdet med OpenGL, Metal, Vulkan og WebGL\" src=\"\/wp-content\/uploads\/2024\/07\/b46f2a6020aa03ba00e0e50e1429129a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><br \/>\n<br \/>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=61529\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Meta* \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0440\u0435\u043b\u0438\u0437 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0439 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 IGL 1.0 (Intermediate Graphics Library), \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 \u0443\u043d\u0438\u0432\u0435\u0440\u0441\u0430\u043b\u044c\u043d\u044b\u0439 \u043d\u0438\u0437\u043a\u043e\u0443\u0440\u043e\u0432\u043d\u0435\u0432\u044b\u0439 API \u0434\u043b\u044f \u0443\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f GPU. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0439 API \u043e\u0445\u0432\u0430\u0442\u044b\u0432\u0430\u0435\u0442 \u0442\u0438\u043f\u043e\u0432\u0443\u044e 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