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
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
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
- readme: https://github.com/facebook/igl · fetched 2026-08-28 · 671bfc7d144c
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| facebook/igl | main | 71 |
For agents
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem