Meta releases Intermediate Graphics Library
181–190 of 221 posts
Re: Meta releases Intermediate Graphics Library
#182Also, there are those who argue that starting new projects in C++ in 2023 is almost always wrong. How about checking out the new C++ library? Do you think your preferred language X would be better than C++ in this situation?
Re: Meta releases Intermediate Graphics Library
#183Earlier quoted context omitted.
If I take a picture of a Mickey Mouse(TM) figurine - I own the copyright to the photo. Disney will retain copyright to their model, but that doesn't mean they own the result of my work, even if its derivative.
Yes, but Disney also had a Registered Trademark on Mickey Mouse, so any usage of the photo has to be in accordance with that representation.
Re: Meta releases Intermediate Graphics Library
#184trying to build this rn, and the download scripts has already pulled like a gigabyte of dependencies wth edit: it's already like 2 gb
Re: Meta releases Intermediate Graphics Library
#185Re: Meta releases Intermediate Graphics Library
#186385 lines for a triangle: https://github.com/facebook/igl/blob/main/samples/desktop/Ti... When you are trying to sell a wrapper you want your hello world example as small as possible not as comprehensive as possible.
if you just want to draw a triangle, there's higher level libraries for that purpose. this is a low level library built to abstract (but map as close as possible to) modern backends (Vulkan, DX12, etc). the idea with these backends is to give precise control over the pipeline - that kind of precise control does not lend itself to the higher level abstractions you are looking for. that said, it's not like this scales…
Re: Meta releases Intermediate Graphics Library
#187Earlier quoted context omitted.
Those seem to be mainly platform-specific initialization things, like creating a window and rendering context. That's pretty normal for these types of rendering libraries which don't include a full blown portable windowing API. If you use something like SDL, you'll probably be able to minimize the platform-specific stuff.
Even outside of platform-specific stuff, I'm seeing it all over the core rendering code. I'm not impressed. https://github.com/facebook/igl/blob/main/samples/desktop/Ti...
I only read the announcement by the time I submitted it, it is quite clunky.
Re: Meta releases Intermediate Graphics Library
#188They claim to support WebGL as a compile target, it seems like a pretty big missed opportunity that all of their demos don't link to in-browser WebGL running examples!
To be fair, we don't want WebGL anymore, we want WebGPU now =P
Re: Meta releases Intermediate Graphics Library
#189Is it ever possible in the future to have an actual uniform graphics API, instead of having to make complicated abstraction layers to make cross platform graphics? (I mean theoretically, will it be possible in say 10 thousand years)
OpenGL was that, in the early days. But GPUs started being able to do more things than OpenGL could talk about, and people wanted to use all the new features to make shinier things. We almost had it, with Vulkan. But Apple just had to Think Different.[1] If it were not for Apple, we would not need this intermediate graphics layer. It wasn't a win for Apple; the Mac-only game market is tiny. [1] https://en.wikipedia.o…
Also about OpenGL extension spaghetti making it literaly a bunch of mini-APIs that were only portable in name and basic features?
The iOS game market is huge by the way.
Re: Meta releases Intermediate Graphics Library
#190For an intermediate library, it doesn't actually seem to be very much backend-independent. At least the desktop sample [1] has a disappointing amount of code paths with parallel implementations for OpenGL and Vulkan, switched at compile time using "#if USE_OPENGL_BACKEND". I guess this means that this sample will use OpenGL rather than Metal on macOS? They claim there's a Metal backend, but how would one enable that…