Live data from Hacker News

Meta releases Intermediate Graphics Library

khronos.org

31–40 of 221 posts

Re: Meta releases Intermediate Graphics Library

#35

Can someone explain the significance of this? I do WebGL development and I believe there is already an intermediate layer called Angle that WebGL compiles to. The Angle layer decouples the hardware from the software and allows hardware vendors to develop drivers that run Angle and shader languages to target Angle without the two needing to know anything about each other. (Not sure if that's right?) This seems like an…

Angle is ultimately a OpenGL|ES implementation on top of other APIs since webgl is pretty close to GLES, but desktops don't typically implement GLES.

This (IGL) is more a layer sitting on top between your app and the system provides API since pretty much every system has a different blessed API these days: Browser:WebGL/WebGPU, Windows:DirectX/Vulkan, Mac:Metal, Linux/Android:Vulkan, Consoles: Proprietary APIs like NVN/GNM/AGC/DX12 with a lot of extensions.

Just about every major cross platform 3D graphics app/engine has a layer like IGL, this just seems to be an attempt to make Meta's a standard.

Re: Meta releases Intermediate Graphics Library

#36
For 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 for the "Tiny" sample? By manually adding a third parallel implementation with "#elif USE_METAL_BACKEND" everywhere?

[1] https://github.com/facebook/igl/blob/main/samples/desktop/Ti...

Re: Meta releases Intermediate Graphics Library

#38
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.

Whether you like the textures has nothing to do with whether the graphics library is any good.

This is a great example of a principle I heard from CoderFoundry: "People are visual buyers. If it looks good, people assume the code is good."

Re: Meta releases Intermediate Graphics Library

#39
post #16
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 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.

Re: Meta releases Intermediate Graphics Library

#40
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.

You are too kind. Mid to late 90s game. What is up with those shadows. I have written a 3D-engine with better image quality than this like 20 years ago.

At least it is not a teapot.

Post reply on HN