{"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\/de\/blog\/novosti-interneta\/vypusk-graficheskoj-biblioteki-igl-1-0-abstragiruyushhej-rabotu-s-opengl-metal-vulkan-i-webgl","title":{"rendered":"Ver\u00f6ffentlichung der Grafikbibliothek IGL 1.0, die die Arbeit mit OpenGL, Metal, Vulkan und WebGL abstrahiert","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Das Unternehmen Meta* hat die grafische Bibliothek IGL 1.0 (Intermediate Graphics Library) ver\u00f6ffentlicht, die eine universelle, niedrigstufige API zur Verwaltung von GPUs bereitstellt. Die vorgeschlagene API deckt die grundlegenden Funktionen von GPUs ab und erm\u00f6glicht die Entwicklung plattform\u00fcbergreifender Anwendungen, die auf den Grafik-APIs OpenGL, Metal und Vulkan auf Android-, iOS-, Linux-, macOS- und Windows-Systemen arbeiten k\u00f6nnen. Dar\u00fcber hinaus kann WebGL f\u00fcr die Darstellung im Web genutzt werden, wenn die Anwendung in Zwischencode f\u00fcr WebAssembly compiliert wird. Der IGL-Code ist in C++ geschrieben und wird unter der MIT-Lizenz verbreitet.    <\/p>\n<p>F\u00fcr die Darstellung werden Backends f\u00fcr die APIs Metal 2+, OpenGL 2.x, OpenGL 3.1+, OpenGL ES 2.0+, Vulkan 1.1 und WebGL 2.0 bereitgestellt. Die Bibliothek eignet sich f\u00fcr die Entwicklung von Spielen, 3D-Modellierungssystemen und anderen Projekten, die eine Unterst\u00fctzung f\u00fcr hochwertige Grafik erfordern. Der IGL-Code ist optimiert, um maximale Leistung selbst bei der Arbeit mit komplexen und detaillierten Modellen zu erreichen.       <\/p>\n<p>Die API-Struktur wurde mit Blick auf Benutzerfreundlichkeit entwickelt und implementiert g\u00e4ngige Konzepte, die den meisten Entwicklern, die mit einer der Grafik-APIs vertraut sind, verst\u00e4ndlich sind. In Bezug auf die Abstraktionsebenen steht IGL in engem Zusammenhang mit Vulkan und WebGPU, bietet jedoch keine enginespezifischen Besonderheiten. Die Bibliothek unterst\u00fctzt die Anbindung von Erweiterungen, mit denen zus\u00e4tzliche Funktionen einfach integriert und besondere Bed\u00fcrfnisse der Entwickler umgesetzt werden k\u00f6nnen.      <center><img decoding=\"async\" alt=\"Ver\u00f6ffentlichung der Grafikbibliothek IGL 1.0, die die Arbeit mit OpenGL, Metal, Vulkan und WebGL abstrahiert\" src=\"\/wp-content\/uploads\/2024\/07\/266fe527c384b85e3238d44453b30d79.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <center><img decoding=\"async\" alt=\"Ver\u00f6ffentlichung der Grafikbibliothek IGL 1.0, die die Arbeit mit OpenGL, Metal, Vulkan und WebGL abstrahiert\" src=\"\/wp-content\/uploads\/2024\/07\/b46f2a6020aa03ba00e0e50e1429129a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><br \/>\n<br \/>Quelle: <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 \u0444\u0443\u043d\u043a\u0446\u0438\u043e\u043d\u0430\u043b\u044c\u043d\u043e\u0441\u0442\u044c GPU \u0438 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0441\u043e\u0437\u0434\u0430\u0432\u0430\u0442\u044c \u043a\u0440\u043e\u0441\u0441-\u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u0435\u043d\u043d\u044b\u0435 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u044f, \u0441\u043f\u043e\u0441\u043e\u0431\u043d\u044b\u0435 \u0440\u0430\u0431\u043e\u0442\u0430\u0442\u044c \u043f\u043e\u0432\u0435\u0440\u0445 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0445 API OpenGL, Metal \u0438 Vulkan \u043d\u0430 \u0441\u0438\u0441\u0442\u0435\u043c\u0430\u0445 \u0441 Android, iOS, Linux, macOS \u0438 Windows, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c WebGL \u0434\u043b\u044f \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 \u0432 Web 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