The newly ratified and released OpenMAX IL 1.1 defines enhanced media component interfaces to enable the rapid integration of media acceleration into streaming media frameworks on embedded devices. OpenMAX IL 1.1 adds significant functionality to OpenMAX 1.0 including standardized components, interfaces and controls; enhanced video and camera controls; extended color formats; and integration with EGL to seamlessly integrate with OpenGL ES and OpenVG. The OpenMAX IL 1.1 Adopter’s Program has also been launched. See press release.
Edge is a multi-platform game engine for mobile devices. The newly announced v3.00 will take full advantage of advanced 3D rasterizing using hardware acceleration and software rendering using OpenGL ES. Developers can use their favorite OpenGL ES implementation through the Edge SDK (including PowerVR, Rasteroid and Vincent OpenGL ES library). For Windows desktop development the standard OpenGL interface can be used.
Ballistic COLLADA viewer is a simple but efficient free COLLADA viewer, It is written in C++ and uses the OpenGL API for rendering. The new version adds support for textures and can reads models from the Google 3D Warehouse and models exported to .dae from the latest Google SketchUp, or Blender. It features game like navigation for better immersion.
PaperVision3D is an open source project that lets you import COLLADA files and render 3D objects in real time using Flash. The 3D Flash engines works with ActionScript 2 and 3, and features linear texture mapping, optimized for rendering speed and quality. This “how to” lets you experiment with creating a simple first person shooter using a COLLADA model and an AS2 class package. Also check out the summary blog which has some great example references.
COLLADA FX provides a way to package up shaders objects, describe the full visual style of a shader and provide a simplified model for operating them. This new Conditioner for the COLLADA Refinery (a COLLADA-based conditioning pipeline application) will convert a COLLADA FX-effect from profile_CG to profile_GLSL.