IGL 1.0 Launch: Simplifies Graphics with OpenGL, Metal, Vulkan, WebGL

Meta * published The release of the graphic library igl 1.0 (Intermediate Graphics Library), which provides a universal low -level API to manage GPU. The proposed API covers the typical functionality of the GPU and allows you to create cross-platform applications that can work on top of the graphic API OpenGL, Metal, and Vulkan on systems with Android, iOS, Linux, MacOS, and Windows, as well as use WebGL to draw up the application into intermediate WebAssembly code. The IGL code is written in C++ and is distributed under the MIT license.

Bacides for the API are provided for drawing Metal 2+, OpenGL 2.x, OpenGL 3.1+, OpenGL ES 2.0+, Vulkan 1.1, and WebGL 2.0. The library is suitable for the development of games, 3D modeling systems, and any other projects requiring support for high-quality graphics. The IGL code is optimized to achieve maximum performance even when working with complex and detailed models.

The API structure is designed with an eye on ease of use and implements typical concepts that are understandable to most developers familiar with one of the graphic APIs. By the level of IGL abstractions, it is close to Vulkan and WebGPU, but at the same time, it is spared from specific specifics tied to specific engines. The library supports the connection of extensions with which you can easily integrate additional functionality and realize the non-standard needs of the developers.





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