{"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\/en\/blog\/news\/vypusk-graficheskoj-biblioteki-igl-1-0-abstragiruyushhej-rabotu-s-opengl-metal-vulkan-i-webgl","title":{"rendered":"Release of the IGL 1.0 graphics library, abstracting work with OpenGL, Metal, Vulkan, and WebGL","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Meta* has released the IGL 1.0 (Intermediate Graphics Library) graphics library, providing a universal low-level API for GPU management. The proposed API covers the typical functionality of GPUs and allows the creation of cross-platform applications that can work over OpenGL, Metal, and Vulkan graphic APIs on systems with Android, iOS, Linux, macOS, and Windows, as well as use WebGL for rendering in the Web when compiling the application to WebAssembly intermediate code. IGL code is written in C++ and distributed under the MIT license.    <\/p>\n<p>Backends for Metal 2+, OpenGL 2.x, OpenGL 3.1+, OpenGL ES 2.0+, Vulkan 1.1, and WebGL 2.0 are provided for rendering. The library is suitable for developing games, 3D modeling systems, and any other projects requiring support for high-quality graphics. IGL code is optimized for maximum performance even when working with complex and detailed models.       <\/p>\n<p>The API structure is designed with usability in mind and implements standard concepts familiar to most developers acquainted with one of the graphic APIs. In terms of abstraction levels, IGL is close to Vulkan and WebGPU, but is devoid of engine-specific issues. The library supports the integration of extensions, allowing for easy integration of additional functionalities and the fulfillment of developers' emerging non-standard needs.      <center><img decoding=\"async\" alt=\"Release of the IGL 1.0 graphics library, abstracting work with OpenGL, Metal, Vulkan, and WebGL\" src=\"\/wp-content\/uploads\/2024\/07\/266fe527c384b85e3238d44453b30d79.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <center><img decoding=\"async\" alt=\"Release of the IGL 1.0 graphics library, abstracting work with OpenGL, Metal, Vulkan, and WebGL\" src=\"\/wp-content\/uploads\/2024\/07\/b46f2a6020aa03ba00e0e50e1429129a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center><br \/>\n<br \/>Source: <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 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":117340,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-117339","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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