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facebook/igl

Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan). observed · 2026-08-28

github.com/facebook/igl · C++ · NOASSERTION (other) observed · 2026-08-28

Health v2 · maintenance only

71/100

  • Activity 99
  • Release rhythm 28
  • Longevity 82

Flags: no_license

How is this computed?

round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-03. Adoption (stars, forks) is never an input.

  • gap_med: 41
  • age_days: 1153
  • days_rel: 415
  • days_push: 7
  • n_releases_24m: 2

Full methodology

Adoption not part of the score

3229 stars · 221 forks observed · 2026-08-28

What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-29, confidence not recorded

Facebook's Intermediate Graphics Library (IGL) is a cross-platform C++ library that provides a single low-level interface for commanding the GPU across multiple graphics APIs including OpenGL, Metal, Vulkan, and WebGL. It is designed for minimal overhead, modern GPU abstractions like command buffers, and production-scale reliability across a wide range of devices.

Use cases

  • write cross-platform rendering code with a single GPU API
  • abstract Vulkan, Metal, and OpenGL behind one interface
  • render graphics on Android, iOS, desktop, and WebAssembly from one codebase
  • build a game or app renderer without managing per-platform graphics backends
  • target the long tail of Android devices with reliable GPU rendering
  • use modern GPU features like command buffers and bindless resources portably

When to choose

  • you need a low-level, C++-native GPU abstraction with minimal overhead
  • you must support many platforms and graphics APIs (Metal, Vulkan, OpenGL, WebGL) with one interface
  • you need battle-tested reliability across a broad range of mobile and VR devices
  • you want more control than OpenGL's state machine without writing per-API backends

When to avoid

  • you want a high-level scene graph or game engine with built-in asset loading and physics
  • your project is web-only and a pure WebGL/WebGPU library suffices
  • you need a GPU abstraction in a language other than C++
  • you prefer a widely-adopted community standard like bgfx with larger ecosystem tooling

Facets

library · maturity active

graphics gpu-computing graphics cross-platform cpp windows wasm gpu-abstraction rendering vulkan metal opengl webgl graphics-api-wrapper game-development android ios linux macos

1 source

Member repositories

RepositoryRoleHealth v2
facebook/iglmain71

For agents

markdown · JSON · MCP: product_card(name="facebook/igl")

Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem