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angle
C++2017–2026
google / angle

angle

A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

18Distinct people
19Mentions
0Explicit recommenders
4.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 12:54:37 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year19 dated mentions

Observed mentions: 2017-01-03 20:57:12 UTC to 2026-10-18 16:07:08 UTC.

0123452017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC211
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC202
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC505
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC101
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC202
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

19 sources
From what I know, OpenGL on macOS is internally implemented using Metal and supports more features than ANGLE. ANGLE on macOS supports OpenGL ES 3.0 when running using Metal backend (source: https://github.com/google/angle), whereas macOS natively supports Core 4.1. And from my experience, there is basically no difference in performance between Apple's implementation and ANGLE, especially for simple things like what the author is doing.
In OpenGL to WASM, learning from my mistakes
You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like: * ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished. * Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider usin
Read the rest
g this.
In Vulkan update: version 1.2 conformance for Raspberry Pi 4
You can still kind of have that experience by using ANGLE[1] as your OpenGL implementation. It lets you use the same dialect of OpenGL ES on Windows, Linux, Mac, and Android, with consistent behavior across platforms. ANGLE is the base of the WebGL implementation in Chrome. For WebGPU, we (Google) are working on a new native library called Dawn[2] that will fill the same role that ANGLE does for WebGL. I'm personally hopeful that Dawn itself can eventually be useful as a cross platform graphics abstraction for native apps as well as web apps. There's also Mozilla's gfx-rs[3] in the same space. [1] https://github.com/google/angle [2] https://dawn.googlesource.com/dawn [3] https://github.com/gfx-rs/gfx
In WebGPU and WSL in Safari
MoltenGL proprietary and not the only implementation of the GL library on top of modern APIs. There's also ANGLE. It worked pretty OK-ish in my project running OpenGL game on Windows Phone 8. I was using Microsoft's fork [2]. Another alternative is GLOVE [3], which is a software OpenGL on top of Vulkan. Another interesting project is WebGPU [4] which targets to provide Vulkan-like APIs across various platforms in browsers. As it's offshoot which is not quite related is GFX-rs, which became a cross-platform Rust library providing low level graphics API (HAL layer). looking forward seeing ANGLE getting Metal backend, which been just a promise so far. [1] https://github.com/google/angle [2] https://github.com/Microsoft/angle [3] https://think-silicon.com/products/software/glove/ [4] https://en.wikipedia.org/wiki/WebGPU [5] https://github.com
Read the rest
In OpenTTD Compiled to WebAssembly

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