The new gDEBugger V4.3 adds in-depth analysis of the OpenGL usage by tracking redundant state changes and detailed usage statistics. This new feature includes various capabilities, such as noting unrecommended OpenGL functions (with a detailed explanation of why are they unrecommended and possible alternatives) and in-depth information about the usage of OpenGL State Change functions, including redundancy percentages and amount of redundant / effective calls. The S3 Graphics performance counters integration is also introduced in this version. This powerful integration works on all S3 Graphics hardware, giving very detailed information of the hardware utilization to allow optimizing the OpenGL usage on S3 Graphics hardware using gDEBugger. gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphic system implementation to find bugs and optimize OpenGL application performance.
Futuremark has created a demonstration for Audi's future concept In-Car Graphics System which will be shown at NVISION in San Jose. In-Car graphics systems are evolving rapidly with an increasing amount of digital instrumentation used inside of automotive designs. Futuremark will adapt OpenGL and OpenGL ES for rendering the backend of the digital instrumentation. The demo is based on OpenGL ES 1.x and ES 2.0.
Khronos Group has uploaded the Siggraph 2008 HandHeld BoF slides to the public developer library. Includes are presentations from Adobe FlashLite, HuOne, OpenVG, OpenWF, Jon Peddie and the Handheld Overview slide presentations. As well, Khronos has uploaded the OpenGL ES slide set to the OpenGL BoF library. A collection of photos from the OpenGL BoF are also available online.
Imagination Technologies announced that POWERVR SGX is the world’s first 3D graphics acceleration solution to achieve conformance on commercially available production silicon for all of the Khronos™ mobile 2D and 3D graphics APIs which includes OpenGL® ES 2.0, OpenGL ES 1.1 and OpenVG™ 1.0.
Vivante Corporation, the embedded GPU technology leader, announced today that it has joined the MIPS® Alliance Program to bring its programmable graphics IP cores to designers using cores from MIPS Technologies. Vivante’s 2D/3D GC series GPU IP product line supports OpenGL® ES 2.0, OpenGL® ES 1.1 and OpenVG® application programming interfaces.
Imagination Technologies, the leader in mobile and embedded graphics technologies, reports that the first branded consumer electronics products utilising its advanced and market-leading shader-based graphics core, POWERVR SGX, are now shipping. POWERVR SGX, Imagination’s OpenGL ES 2.0 and OpenVG compliant graphics acceleration technology, is already on sale in devices from Aigo, Kohjinsha, Sharp and others.The first mobile phone handsets with POWERVR SGX will start shipping in Q4/2008 in Japan.
Metismo has confirmed the availability of 3D support within its Bedrock platform in partnership with Imagination Technologies. Bedrock can now enable a J2ME game utilising the JSR239 OpenGL ES API to be developed. Bedrock’s Cross Compiler can then be used to translate the J2ME to native C++ and OpenGL ES on a range of handsets including Brew, Apple iPhone, Antix Game Player, Windows Mobile and Symbian.
Vivante Corporation announced that is the first OpenGL® ES 2.0 3D graphics technology provider to submit conformance results that include the Depth Texture extension (OES_depth_texture). Vivante has submitted conformance results based on the GC600 2D/3D GPU IP core for the OpenGL ES 2.0 conformance test, for review. The Depth Texture extension to the OpenGL ES 2.0 application programming interface (API) enables dynamic shadow rendering. Dynamic shadows give applications like 3D Graphical User Interfaces real life animation qualities.
BuGLe is an open-source OpenGL debugger. Previously, it has been limited to X11 systems and OpenGL, but the latest release adds alpha support for Microsoft Windows as well as OpenGL ES 2.0. These ports are not feature-complete (particularly the OpenGL ES port), but developers are encouraged to try them out.