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Meta releases Intermediate Graphics Library

khronos.org

41–50 of 221 posts

Re: Meta releases Intermediate Graphics Library

#41

I love the initial commit message: (っ˘▽˘)っ IGL ⊂(◕。◕⊂)

Another cheeky comment from Meta devs: The location for pytorch's git repo is listed as "where the eigens are valued" : ^)

That raises the question of where they are vectored, though!

Re: Meta releases Intermediate Graphics Library

#43
If you're looking for something like this, Sokol is a much simpler alternative:

https://github.com/floooh/sokol

It doesn't support vulkan though, but if that's important to you you're probably much better off just using vulkan directly since it's supported on all the major platforms.

Re: Meta releases Intermediate Graphics Library

#44
post #3

Not trying to shit on anyone, but that screenshot reminds me of 1990s/early 2000's games. I'm sure there has been a ton of work that went into it, but having some better textures or highlighting the usability would go a long way. Just based on the screenshot, I am not sure that I would even bother to dig too deeply into the library.

The textures are ok, but the lighting is super flat. People are used to games making at least some attempt at global illumination, whether it's prebaked light maps, or faking it with SSAO, or anything to not have surfaces be a totally consistent brightness across the whole thing.

Re: Meta releases Intermediate Graphics Library

#46
post #16

Earlier quoted context omitted.

the screenshot could/should probably be better, but that doesn't mean the library is incapable of producing higher quality renders. I haven't dug in, but I am assuming this is basically Meta's WGPU. if so, these sorts of libraries are low level libraries abstracting different platforms that can be used to build high quality render pipelines on top of that can run anywhere. you could build an N64 quality rendering pip…

The problem is, it implies that the library isn't capable of higher quality. I could imagine maybe because it is a lowest common denominator. Or because the Metaverse is not focussing on high end graphics, as their previous releases looked poor. Or maybe this is something like VML. Designed to be fairly barebones and people would use it for museum websites and educational tools but not for graphically intense games.

I always see this idea on HN that a library, website, framework should be marketing itself for mass appeal and adoption.

this is made for people building rendering engines on top of. if you are the software engineer with the knowledge necessary to do that, the screenshot is probably not going to influence you, because you understand what this is for. if you aren't, why should they be marketing to you with eye candy?

Re: Meta releases Intermediate Graphics Library

#47
post #43

If you're looking for something like this, Sokol is a much simpler alternative: https://github.com/floooh/sokol It doesn't support vulkan though, but if that's important to you you're probably much better off just using vulkan directly since it's supported on all the major platforms.

What about

https://github.com/gfx-rs/wgpu

It is written in Rust

Re: Meta releases Intermediate Graphics Library

#48
post #3

Not trying to shit on anyone, but that screenshot reminds me of 1990s/early 2000's games. I'm sure there has been a ton of work that went into it, but having some better textures or highlighting the usability would go a long way. Just based on the screenshot, I am not sure that I would even bother to dig too deeply into the library.

Counter Strike 1.6 energy

Let’s go go go!

Re: Meta releases Intermediate Graphics Library

#50
post #3

Not trying to shit on anyone, but that screenshot reminds me of 1990s/early 2000's games. I'm sure there has been a ton of work that went into it, but having some better textures or highlighting the usability would go a long way. Just based on the screenshot, I am not sure that I would even bother to dig too deeply into the library.

For better or worse, these graphics API shots are not the place to show cool shaders. SIGGRAPH papers are usually the same dry, boring test scenes. It's just the culture of it.
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