Khronos Group News Archives

Game Developers Conference (March 20-24) to feature OpenGL ES and COLLADA tutorials, demos, and sessions

The Game Developers Conference (GDC), March 20-24, 2006 is the official trade event "by game developers for developers" of computer, console, mobile, arcade, online games, and location based entertainment. This year there will be a number of session and tutorials on OpenGL ES, Shader development and COLLADA. The sessions are designed to help mobile game developers look ahead at how they may need to modify their game development and design considerations. They introduce them them to OpenGL ES, OpenGL ES 2.0 shaders, hardware accelerated JSR-184, and using COLLADA in a mobile 3D toolchain, including PS3. Read More

COLLADA 1.4 DOM released as open source, enabling developers to easily add COLLADA import / export to their applications

The COLLADA DOM is a comprehensive framework for the development of COLLADA applications and provides a C++ programming interface to load, query, and translate COLLADA instance data. The DOM loads COLLADA data into a runtime database consisting of structures that mirror those defined in the COLLADA schema. These runtime structures are auto-generated from the current schema, eliminating inconsistency and error. Developers can directly use the data structures loaded into the COLLADA runtime database within their application so they can easily add import and export capabilities for COLLADA v1.4.0 or COLLADA v1.3.1 documents. This release contains the COLLADA DOM for 1.3.1 and 1.4.0, full documentation, sample code (simple conditioners), and sample data. It is released under an open source license Read More

Sample implementation of a base-profile OpenMax IL component

The OpenMAX working group has posted source code for an sample implementation of a base-profile OpenMax IL component. Although it passed OpenMax conformance tests at the time of publication, this code does not mandate how OpenMax should be implemented; it is simply one example of how OpenMax may be implemented. It is available as a .c text file for download. Read More

COLLADA 1.4 released with skinning, morphing, animation, FX, Physics and OpenGL ES support

COLLADA defines an open source XML-based schema to enable 3D authoring applications to freely exchange digital assets without loss of information, enabling interactive 3D industry content tools to be combined into extremely powerful tool chains. The v1.4 releases adds significant new core features, COLLADA FX, COLLADA Physics, and high level effects definition for the OpenGL Shading Language (GLSL) and OpenGL ES 1.1.

  • Core Feature Additions: Mesh geometry, Skinning, Morphing, Animation, Assets, and Data validation
  • COLLADA FX: Next generation lighting, shading and texturing, using high level effects and shaders, supports all shader models (1.x, 2.0, 3.0) under CG and GLSL profiles (including OpenGL ES 1.x profile).
  • COLLADA Physics: Rigid Body Dynamics, Rag Dolls, Contraints, Collision Volumes, Data interchange between Ageia (Novodex), Havok, Meqon, ODE and other game physics middleware

COLLADA FX is the first high level effects definition for the OpenGL Shading Language and the profile for OpenGL ES 1.1 enables the creation of GLSL shaders and effects that utilize the OpenGL ES 1.1 fixed-function pipeline.

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NVIDIA to demonstrate OpenMAX IL implementation for streaming MPEG-4, accelerated on an NVIDIA GoForce 3D handheld GPU

NVIDIA will demonstrate the first public example of the new OpenMAX IL standard at the Lunch at Piero's press event Jan 5 and 6 at CES. The demonstration will show a prototype OpenMAX IL implementation executing on an NVIDIA GoForce 3D handheld graphics processing unit (GPU) to create a flexible, accelerated streaming media pipeline to input, decode, and display an MPEG-4 video stream with fully synchronized audio at full frame rate—an industry first. Through using OpenMAX IL, different codecs may be easily inserted into the pipeline, or the configuration of the processing pipeline can be easily changed with full media component and codec interoperability. Read More

SKY-MAP 2.0 mobile software platform supports OpenMAX for advanced wireless multimedia services

SKY-MAP 2.0 integrates wireless middleware and multimedia engines to provide a comprehensive mobile software platform - enabling advanced wireless multimedia services such as IMS, streaming web content, video messaging, digital TV, and much more. SKY-MAP is supporting the newly released OpenMAX IL in its SKY-MMF Multimedia Framework to maximize the portability of SKY’s software platforms across the complete range of mobile hardware, codecs, chipsets, and operating systems. SKY-MMF enables creation, editing, streaming, and sharing of multimedia with nearly any wireless mobile device that has multimedia potential. Read More

OpenKODE to define a mobile media application development environment

The OpenKODE™ (Khronos Open Development Environment) initiative will create a coherent development and deployment platform to enable and encourage the development of portable, high-performance media applications for mobile handsets. OpenKODE will bring together the family of Khronos Media Application Programming Interfaces (APIs): OpenGL® ES for 3D graphics, OpenMAX™ for streaming media, OpenVG™ for vector 2D graphics and OpenSL ES™ for audio; and will define a new user-input API and potentially add new APIs for access to functionality such as multi-player networking and operating system resources to create a complete, coherently designed, reliably available platform that can be implemented across a wide variety of mobile and embedded devices. Read More

OpenMAX IL 1.0 released:  standardized integration of codecs into embedded media frameworks

Khronos publicly released the royalty-free OpenMAX™ IL 1.0 specification that defines media component interfaces to enable the rapid integration of accelerated codecs into streaming media frameworks on embedded devices. The OpenMAX IL (Integration Layer) API defines a standardized media component interface to enable developers and platform providers to integrate and communicate with multimedia codecs implemented in hardware or software. Read Release. Read More

gDEBugger, a popular and professional OpenGL debugger and profiler, to be ported to OpenGL ES: Beta testers wanted

gDEBugger is a popular OpenGL debugger which traces application activity on top of OpenGL to provide the application behavior information you need to find bugs and to optimize application performance. With gDEBugger, you can peer inside your OpenGL usage to see the affect individual commands have on application behavior. The gDEBugger team is now looking for beta testers for an OpenGL ES version. If you are interested in being one of the beta sites please email: "info _at_ gremedy _dot_ com". Read More

Mobex3D 3D engine supports OpenGL ES hardware acceleration

Mobex3D is a general purpose 3D framework for Pocket PCs, SmartPhones, PCs, Workstations and embedded devices. It's primary driver takes advantage of OpenGL ES 1.1 hardware acceleration support for multitexturing, lightmapping, realtime bumpmapping (on GPU devices) support for Nearest, Bilinear, Trilinear and Anisotropic texture filtering support for per Face, and per Vertex and per Pixel Lighting. It is OpenGL ES 2.0 ready for next generation hardware. On the desktop is takes advantage of OpenGL 2.0. Read More

OpenGL ES 2.0 header file available

The OpenGL ES 2.0 header file is now available. The header file along with the OpenGL ES 2.0 specification and OpenGL ES Shading Language give developers the tools they need to begin developing OpenGL ES 2.0 applications. Read More

COLLADA 1.4 draft review has begun - Apply today to participate

The COLLADA v1.4 draft specification, schema and DOM are available for limited public review. If you are interested in evaluating this new version and contributing feedback, apply now to take part in the reviewer program. If you application is approved, you will receive a IP/non-disclosure agreement which you simply need to sign and return. You will then be able to download the COLLADA 1.4 beta and give feedback on the reviewers email list. Read More

ZeusCMD updates OpenGL ES tutorials to use GLUT|ES

ZeusCMD has updated its series of 25 OpenGL ES tutorials to support the GLUT|ES library. GLUT|ES is a port of the Open Source freeglut implementation of desktop GLUT. GLUT|ES supports both the Vincent 3D Rendering library and the Hybrid "Rasteroid" implementation. GLUT|ES allows code to be created that is more portable with current and future OpenGL ES implementations. The original tutorial source code which uses the UG library is also still available. Read More

Quake III in the palm of your hand: Imagination Technologies demonstrates OpenGL ES-accelerated Quak

Imagination Technologies is demonstrating Quake Mobile and Quake III Arena running with full hardware acceleration using OpenGL ES on PowerVR-enabled Dell Axim X51v this week at the Korean Games Conference / G Star 2005. Quake Mobile takes all of the action, levels, weapons, and bad guys from the original PC title and transforms it all into the fastest, smoothest and most intense game ever to reach the Pocket PC. Quake III Arena under Windows CE 4.2 for Pocket PC is currently achieving up to 25 fps on the Dell Axim X50v. Read More

MTIS to develop the OpenVG Conformance Test Suite

Khronos member, MTIS will provide engineering resources and graphics expertise to develop the OpenVG Conformance test suite for availability in the first half of 2006. The Khronos OpenVG working group will specify and approve the conformance tests to ensure that implementations that use the OpenVG logo are of a high quality - enabling the OpenVG API to provide a reliable and consistent platform for software and hardware developers. Read More

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