OpenGL ES related stories

OpenGL ES 3.0 Programming Guide 2nd edition arriving soon

In the OpenGL ES 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.

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OpenGL ES mobile hardware database powered by OpenGL ES CapsViewer for Android

The free OpenGL ES CapsViewer app is now available for Android. This tools reads out all hardware capabilities of Android devices and can upload them to an online database that developers can access to check out OpenGL ES 2.0 and OpenGL ES 3.0 capabilities for the various devices out on the market. The database contains OpenGL ES information including extensions, compressed texture formats, capabilities, EGL extensions, device features and available hardware sensors. You can compare up to 8 different devices at once, so developers can easily check out what features are supported by their targeted devices.

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ARM Mali Texture Compression Tool v4.2 Released with Enhanced ASTC Support

Latest Texture Compression Tool from ARM adds to the existing ASTC support by now including the ability to compress 3D textures.

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Kishonti GFXBench 3.0: A Fresh Look At OpenGL ES and Mobile Benchmarking

The newly-released Kishonti GFXBench 3.0 is comprised of nearly all new tests, including battery, render quality, and the first serious OpenGL ES 3.0 performance metric. Newly introduced is the demanding Manhattan test, utilizing OpenGL ES 3.0-specific complex lighting, particles, and, most important, deferred shading. Tom's Hardware has a complete rundown of GFXBench and the GFXBench website contains lots of results for various mobile devices.

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Khronos Group to hold series of Meet ups at GDC 2014

The Khronos Group will once again be holding a series of Meet ups at this years Game Developers Conference in San Francisco.

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Olympus adopts DMP’s Hybrid Graphics IP core for OLYMPUS OM-D E-M1

Digital Media Professionals Inc announced that Olympus has selected DMP 2D/3D hybrid graphics IP core “SMAPH-H” for their OLYMPUS OM-D E-M1, the flagship model of a mirrorless system, integrating DSLR. SMAPH-H is a hybrid graphics IP core optimized for high-performance, high-quality user interfaces and mobile applications, supporting OpenVG 1.1 and OpenGL ES 1.1/2.0 APIs.

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Kishonti announces GFXBench 3.0 cross-platform OpenGL ES 3 benchmark

GFXBench 3.0 is a high-end 3D graphics benchmark that adds advanced OpenGL ES 3 features and special tests to the popular GFXBench benchmark suite.

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IBM articles on writing WebGL applications

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IBM developerWorks offers a series of articles on WebGL applications development. Taking the JavaScript developer from low level WebGL development, through libraries including Three.js and SceneJS, to creating interactive 3D games and data visualizations.

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PowerVR Rogue GPUs set to deliver next-gen graphics and compute with new OpenGL ES Next API

In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. Good news for developers targeting PowerVR-based hardware is that all our PowerVR Rogue GPUs are designed to meet the specifications of the OpenGL ES Next API. This means that any device with a PowerVR Series6, Series6XT or Series6XE graphics core will be able to support OpenGL ES Next, once conformance is achieved.

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A Glimpse at OpenGL ES Next

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Khronos discloses the high-level direction for a new version of the OpenGL ES standard for mobile and embedded 3D graphics - to enable roadmap planning by OEMs and developers that are not Khronos members. Details around 'OpenGL ES Next' include:

  • The OpenGL ES Working Group plans to release a new version of OpenGL ES in 2014
  • The main features of the new API will be:
    • Backward compatibility with OpenGL ES 2.0 and 3.0
    • Compute shaders, with atomics and image load/store capability
    • Separate shader objects
    • Indirect draw commands
    • Enhanced texturing functionality including texture gather, multisample textures and stencil textures
    • Enhanced shading language functionality
  • For clarification purposes the new API will not include:
    • Tessellation and geometry shaders

We've included a PDF with this information.

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