Khronos Group News Archives

OpenGL ES 2.0 specification ratified and released

Khronos has ratified and publicly released the finalized OpenGL ES 2.0 specification for programmable 3D graphics that will significantly boost the functionality, flexibility and visual realism offered by a wide range of embedded and mobile devices. Multiple OpenGL ES 2.0 silicon devices are expected to commence shipment before the end of 2007. See Press release. Read More

OpenVG Conformance Tests and open source Sample Implementation released

Khronos has released the OpenVG 1.0 Conformance Tests that can be used by vendors to certify that OpenVG implementations are compliant with the OpenVG specification and use the OpenVG trademark to encourage reliable, cross-platform vector graphics interoperability. Khronos has also released an open source Sample Reference Implementation of OpenVG 1.0 (MIT license) to further enable OpenVG implementers and developers to leverage this innovative, royalty-free open standard in their products and applications. See Press release. Read More

Omegame announces Menus Master v2.5 UI authoring solution with COLLADA support at GDC

Menus Master is a flexible and user-friendly solution to create game user interface (UI) for any C++ platform. The new v2.5 add new tools that make much easier to create all user interface mechanisms: buttons animations and special effects, carousels, page transitions, pop-ups, and automated variable management. The Omegame team will show how COLLADA eases the authoring of 3D user interfaces with Menus Master. Menus Master v2.5 will be publicly demonstrated Tuesday March 6 in the Khronos booth and again on March 8 and 9, at Omegame’s booth, in the Game Connection area, in the Gateway Ballroom. Read More

“3D graphics in mobile phones makes sense” artilce explains how 3D is becoming a key part of handset design

This article looks at how chip makers are now looking to put 3D into their fulll range of mobile offerings, not necessarily for games but for the user interface. This is allowing new applications and new ways of handling the large amounts of complex data in more intuitive ways. Read More

TI and Ideaworks3D to support OpenKODE in OMAP Gaming Platform

Texas Instruments and Ideaworks3D will extend the capabilities of the OMAP Gaming Platform to support the OpenKODE 1.0 specification, addressing a wider market targeting feature phones to high-end multimedia handsets. To enable developers to address the broadest possible market, the gaming platform now includes TI's OMAP 2 and OMAP-Vox product families. The solution spans both accelerated and non-accelerated 3D graphics solutions using a common development and deployment environment through Ideaworks3D's Airplay software Read More

Adobe Photoshop CS 3 sneak preview to show integration of Photoshop into the COLLADA workflow

At GDC, Thu March 8, in the Khronos theater booth, the Adobe Photoshop team is giving a sneak peek of how the next version of Photoshop will better enable game developers to extend Photoshop across their COLLADA 3D workflow. This book extract from "Adobe Photoshop CS3 for Photographers" with a section on 3D support in Photoshop might also be of interest. Read More

OpenGL ES tutorial series on Windows CE   in Chinese

A series of articles on how progamming OpenGL ES on Windows CE, from initialization to use model exported from modeling tool. Articles are written in Chinese. Read More

Tutorial on skeletal bone animation and skinning with COLLADA models in XNA

This comprehensive XNA tutorial explains how to do skeletal bone animation and skinning using COLLADA models, which allow for complex animations exported as XML that DirectX .X files can't handle. Read More

OpenGL Pipeline Newsletter and OpenGL SDK now online

The third edition of OpenGL Pipeline, the quarterly newsletter covering all things the OpenGL standards body has “in the pipeline”, covers many exciting issues: Updates about the next generation OpenGL “Longs Peak”, OpenGL and Windows Vista, OpenGL Shading Language tidbits, performance optimization, and a first look at the new OpenGL 2.1 SDK - a hand picked selection of 3rd party contributions from many of the leaders in the community. Read More

NVIDIA OpenKODE prototype UI video on YouTube

At 3GSM, NVIDIA demonstrated a prototype implementation of OpenKODE 1.0 (think DirectX for handhelds) showing multi-tasking in a multi-windowed environment; fully accelerated translucent window compositing, and innovative 3D UI widgets with transition effects. A video capture of this demo is available on YouTube. As noted by engaget "the combination definitely impresses, with full 3D games, seemingly high-quality video, and other multimedia capabilities on full display, not to mention a fairly snazzy and customizable interface".
View Full Size Video. Read More

Tao intent GamePlayer gaming solution adds support for OpenKODE

Tao announced OpenKODE support for its intent GamePlayer, its cross-platform, binary-portable, native gaming solution. OpenKODE brings together existing industry-standard media APIs with a newly-defined API to abstract operating system services for improved source portability for media and graphics applications over a wide range of platforms, operating systems and devices. Tao's intent GamePlayer further provides binary portability over a variety of platforms beyond handsets such as set-top boxes, automotive and PCs, and a provisioning mechanism to allow native content to be efficiently downloaded, installed and launched. Read More

Futuremark 3DMarkMobile JSR 184 enables valid comparisons between Java M3G and native OpenGL ES 3D Graphics performance

3DMarkMobile JSR 184 is Futuremark’s port of their industry standard 3DMarkMobile ES 1.1 benchmark to the Java Mobile 3D Graphics (M3G) environment. 3DMarkMobile ES 1.1 and 3DMarkMobile JSR 184 share Identical test workloads, which are deployed through Futuremark’s OpenGL ES 1.1 engine in the former, and the company’s JSR 184 engine in the latter. This design enables reliable comparisons between native OpenGL ES and Java Mobile 3D performance. Test suites feature high detail 3D game workloads and pixel processing, vertex processing and CPU processing feature tests, plus image quality tests. Read More

Aplix and Acrodea team up to promote OpenKODE

Aplix and Acrodea will form a cooperative alliance to promote the broader use of OpenKODE. Aplix will use Acrodea's OpenKODE solutions in JBlend (Java technology solution for resource constrained devices) and the Aplix Middleware Framework. Acrodea will use Aplix’s Java-based solutions and platform solutions in their pilot targets. Acrodea has already announced it will support OpenKODE in its middleware products VividUI and X-Forge. Read More

Acrodea announces VividUI and X-Forge to support OpenKODE

Acrodea has announced plans to offer its middleware products VividUI and X-Forge with support for OpenKODE as well as promote the standard towards Acrodea's partners and the industry. VividUI is a dynamic user interface engine for mobile devices. X-Forge is a popular game development platform. OpenKODE will not only make the development of applications and middleware more cost effective, but will also allow future mobile devices to run more intuitive user interfaces and richer content. Read More

TI announces OMAP 3 will support OpenGL ES 2.0 and OpenVG using PowerVR SGX graphics core

The new TI OMAP3430 processor embeds Imagination Technologies' PowerVR SGX graphics core, making it the first applications processor to support OpenGL ES 2.0 and OpenVG, providing superior graphics performance and advanced user interface capabilities. OpenGL ES 2.0 brings "life-like" 3D graphics to the handset and creating a mobile gaming experience comparable to today's handheld gaming devices. OpenVG provides hardware acceleration of 2D scalable vector graphics for creation of advanced, immersive user interfaces and flash-style animations. TI also is enabling sophisticated and dynamic images in the mobile gaming environment with "smart pixel" technology offered via OpenGL ES 2.0 that allows each pixel in an image to be programmed individually, giving game developers the power to create rich effects with cinematic realism. Read More

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