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So then the full stack for using IGL in browser (on Windows at least) would be App Code -> IGL -> WebGL -> ANGLE -> DirectX -> Hardware device?

Owie



Technically there's also a driver layer sitting between the DirectX 'client-side' API and the hardware, so it's even worse ;)

(the whole point of more modern 3D APIs, which move most of the expensive "abstraction-layer translation work" into the initialization phase is to "cut through" all those layers in the frame loop though)




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