The OpenGL ES working group is pleased to announce the release of the OpenGL ES 1.1 Full Specification
The OpenGL ES working group is pleased to announce the release of the OpenGL ES 1.1 Full Specification. Previously, OpenGL ES 1.1 was defined by a "difference specification", which was an annotated list of differences between it and desktop OpenGL 1.5. To understand the API, programmers new to OpenGL had to read the 300+ page OpenGL 1.5 specification, cross-referencing against the difference specification to see which features were supported. The new document is entirely self-contained, so no cross-referencing is required. And, as it is only about half as long as the desktop specification, it is much easier for OpenGL beginners to read. The API itself is of course unchanged, and the working group will continue to maintain and publish the older difference specification for those who prefer it. Both versions of the specification are available at the Khronos OpenGL ES specification download page
The presentations from Emerging Technology Forums @ CTIA Wireless are now available as PDFs. Presentations cover Benchmarking, Mobile Media APIs, Mobile Media Trends and OpenMAX.
Qtopia Core is the leading application framework for single-application devices powered by embedded Linux and forms the foundation for the Qtopia Phone Edition and Platform Edition. The new Qtopia Core 4.3 beta adds support for OpenGL ES for accelerated graphics. Beta is available for download under a preview evaluation license.
COLLADA demonstration videos, COLLADA panel discussion notes, COLLADA “101” presentations and GDC Mobile and Conference presentations now online
More content from GDC 2007 is now online.
Videos: The Softimage|XSI Crosswalk video describes how to create a Half-Life 2 character out of mulitiple COLLADA assets coming from many different softwares, integrating and refining them in XSI, and then exporting for use in a game. The Feeling Software videos show short demos of the features of Feeling's COLLADA Tools for Max and Maya.
Panel Discussion: Notes from the COLLADA panel discussion summarizes the thoughts of professional developers talking about using COLLADA in real world production
Presentations: Pixelbox Academy presentations cover "COLLADA 101 - Fast Track to Getting Started" and "Everything you ever wanted to know about COLLADA". GDC Mobile presentations include: "Mobile 3D Hardware: They're Not Little PCs!", "Premium Phone Graphics: The New Generation of Mobile 3D Gaming" and "3D Convergence: Crossing Language and Platform Boundaries".
AmanithVG is a commercial cross-platform solution for accelerated vector graphics. It is entirely built on top of OpenGL or OpenGL ES APIs. This video shows real-time vector graphics using AmanithVG 1.0 engine running on a Nokia N93 using the built-in OpenGL ES hardware support.
HUONE to demonstrate AlexVG onGLES at CTIA Wireless 2007 - OpenVG acceleration using OpenGL ES 3D hardware
HUONE will show AlexVG engine, AlexVG m-player, AlexVG t-player and the new AlexVG onGLES at CTIA Wireless 2007 (Mar 27-29). AlexVG onGLES is a new product which can accelerate OpenVGV and SVG vector graphics rendering using 3D graphic chips based on OpenGL ES. HUONE will pre-demonstrate AlexVG onGLES in their CTIA Wireless booth #4443-1 in the Korea Pavilion. Official product launch is scheduled for April.
The Embedded Systems 3D Game SDK (ES 3D Game SDK )is an Open Source 3D Game Engine / SDK for embedded devices. The new v0.4 adds support for OpenKODE and enhances terrain and texture rendering. The SDK is tested against the OpenGL ES library from Hybrid Graphics (Rasteroid 3.1), Imagination Technologies (PowerVR) and Nokia (OpenGL ES 1.1 Plugin). For OpenKODE, the Acrodea SDK is used and tested.
The ShaderX book series (1-5) is looking for authors for ShaderX6. ShaderX6 will cover advanced rendering techniques including Mobile Devices shader programming (i.e. OpenGL ES 2.0). Proposals are due by April 1st, 2007.
AMD is introducing a suite of tools to help content creators jumpstart the development of applications for handheld devices based on OpenVG 1.0 and OpenGL ES 2.0 and AMD’s Unified Shader Architecture. The tool suite includes RenderMonkey, a shader development tool to help developers create visually compelling characters and environments. The upcoming RenderMonkey v1.7 adds support for mobile content development including full OpenGL ES 2.0 shader support. AMD will also provide emulation environments and development kits to help developers create, test and tune their applications.
The Khronos Group has officially begun two new working groups. The glFX Working Group is defining a run-time API to enable advanced 3D visual effects contained in a COLLADA FX file to be easily and portably used in OpenGL and OpenGL ES applications. The Composition Working Group is defining graphics APIs to enable window systems to be constructed using open standards for display composition to encourage mobile devices to use fully accelerated advanced user interfaces. See Press Release.