{"id":134425,"date":"2025-06-03T09:06:42","date_gmt":"2025-06-03T07:06:43","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/opublikovana-graficheskaya-biblioteka-igl-1-1"},"modified":"2025-06-03T09:06:42","modified_gmt":"2025-06-03T07:06:43","slug":"opublikovana-graficheskaya-biblioteka-igl-1-1","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/opublikovana-graficheskaya-biblioteka-igl-1-1","title":{"rendered":"La biblioth\u00e8que graphique IGL 1.1 a \u00e9t\u00e9 publi\u00e9e","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>La soci\u00e9t\u00e9 Meta* a publi\u00e9 la version 1.1 de la biblioth\u00e8que graphique IGL (Intermediate Graphics Library), offrant une API bas niveau universelle pour la gestion des GPU. L'API IGL couvre les fonctionnalit\u00e9s typiques des GPU et permet de cr\u00e9er des applications multiplateformes capables de fonctionner au-dessus des API graphiques OpenGL, Metal et Vulkan sur les syst\u00e8mes Android, iOS, Linux, macOS et Windows, ainsi que d'utiliser WebGL pour le rendu dans le Web lors de la compilation de l'application en code interm\u00e9diaire WebAssembly. La biblioth\u00e8que IGL est \u00e9crite en C++ et est distribu\u00e9e sous licence MIT.    <\/p>\n<p>Des backends sont fournis pour les API Metal 2+, OpenGL 2.x, OpenGL 3.1+, OpenGL ES 2.0+, Vulkan 1.1 et WebGL 2.0. La biblioth\u00e8que est adapt\u00e9e au d\u00e9veloppement de jeux, de syst\u00e8mes de mod\u00e9lisation 3D et de tout autre projet exigeant un support graphique de haute qualit\u00e9. Le code IGL est optimis\u00e9 pour atteindre des performances maximales, m\u00eame lors du travail avec des mod\u00e8les complexes et d\u00e9taill\u00e9s.     <\/p>\n<p>La structure de l'API est con\u00e7ue pour \u00eatre simple \u00e0 utiliser et impl\u00e9mente des concepts standards compr\u00e9hensibles par la plupart des d\u00e9veloppeurs familiers avec l'une des API graphiques. En termes d'abstraction, IGL est proche de Vulkan et WebGPU, mais sans la sp\u00e9cificit\u00e9 li\u00e9e \u00e0 des moteurs particuliers. La biblioth\u00e8que prend en charge l'ajout d'extensions, permettant ainsi d'int\u00e9grer des fonctionnalit\u00e9s suppl\u00e9mentaires et de r\u00e9pondre aux besoins non standards des d\u00e9veloppeurs.                <\/p>\n<p><center><img decoding=\"async\" alt=\"La biblioth\u00e8que graphique IGL 1.1 a \u00e9t\u00e9 publi\u00e9e\" src=\"\/wp-content\/uploads\/2025\/06\/1e43b3f3e5d6dbc646a684ec37a65779.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <center><img decoding=\"async\" alt=\"La biblioth\u00e8que graphique IGL 1.1 a \u00e9t\u00e9 publi\u00e9e\" src=\"\/wp-content\/uploads\/2025\/06\/6ea3409ecce61a17740c39247d95f7ea.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=63346\">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 1.1 (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. API IGL \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":134426,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-134425","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - 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 1.1 (Intermediate Graphics Library), 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