OpenGL ES related stories

‘One - Who’s Next’ 3D fighting game supports OpenGL ES 1.1 hardware acceleration on Nokia N93

'ONE – Who’s Next?' is a 3D fighting game sequel to the popular 'One'. This sequel features more advanced graphics, including new scenarios adapted for landscape mode gaming on Nseries mobile computers. It runs fully OpenGL ES 1.1 hardware accelerated on the new Nokia N93. If you are wondering just what OpenGL ES 1.1 hardware acceleration means for the 'One - Who's Next?", check out their movie trailer. This trailer is 3D generated in real-time on the Nokia N93 with OpenGL ES 1.1 hardware acceleration.

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Nokia announces their first OpenGL ES 1.1 HW accelerated device together with SDK plugin

After shipping dozens of different handset models with OpenGL ES 1.0 API, Nokia has introduced the N93, their first fully hardware accelerated OpenGL ES 1.1 handset. N93 is capable of rendering millions of triangles per second, while maintaining high image quality by supporting free bilinear filtering and full-screen anti-aliasing. N93 device is currently under conformancy review and is expected to fully conform with OpenGL ES 1.1 specification.

To support the 3rd party application development, Forum Nokia S60 SDK Plugin for OpenGL ES 1.1 is already available. This plug-in enables full use of the native 3D graphics features supported in the Nokia N93. It also provides an OpenGL 1.1 ES features upgrade, from OpenGL ES 1.0, to the S60 emulator. This enables testing and debugging of OpenGL ES 1.1 compliant Symbian C++ applications without a device.

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gDEBugger ES traces application activity on top of OpenGL ES for debugging and optimization - beta

gDEBugger ES is an OpenGL ES debugger which traces application activity on top of OpenGL ES to provide the application behavior information you need to find bugs and to optimize application performance. This new product brings all of gDEBugger's OpenGL debugging and profiling abilities to the OpenGL ES developer’s world. In addition gDEBugger ES acts as an emulator for OpenGL ES when working on Windows PC. gDEBugger ES is available under a restricted beta program.

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Aspyr to publish third 3D game title for handhelds using OpenGL ES

Call of Duty 2 will be Aspyr's third Pocket PC-based title using OpenGL ES hardware acceleration using Intel multimedia accelerators. They’ve previously published OpenGL ES-accelerated Pocket PC versions of Pangea Software's Enigmo and Tony Hawk's Pro Skater 2. Call of Duty 2 is rumored to take advantage of the PowerVR SGX core expected to be in the new version of the Intel multimedia co-processor.

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ATI acquires Bitboys Oy OpenGL ES 2.0 3D graphics and OpenVG 1.0 technologies

ATI has acquired Bitboys Oy. Bitboys is know for its OpenGL ES 2.0 3D graphics and OpenVG 1.0 2D vector graphics technologies optimized for high-volume mainstream mobile phones. These graphics cores will be supported by ATI's common software stack which covers its complete range of multimedia co-processors. This unified software environment will allow developers to easily create content for a range of devices and offers mobile phone manufacturers faster time to market.

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MobiX3D player v0.2 for X3D and Humanoid-Animation content using OpenGL ES on PocketPC and Intel 2700G

MobiX3D is a mobile player for X3D (the successor to VRML) and Humanoid-Animation content. The rendering engine of the MobiX3D player supports OpenGL ES and features transparency (alpha-blending), color and shading (wireframe, flat and gouraud shading supported), texturing, lighting, backface culling. The player makes use of the GLUT|ES toolkit. The v0.2 release binaries are available for PocketPC using OpenGL ES 1.1 (Hybrid's Rasteroid) and for Intel 2700G-based devices (e.g. Dell Axim X50V) using OpenGL ES 1.0.

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Blender Pocket uses OpenGL ES to bring the popular Blender 3D modeling, and rendering application to handheld devices

Blender Pocket is an open source, handheld devices port of Blender 3D open-source software for 3D modeling, animation, rendering and playback. It runs using the Rasteroid OpenGL ES implementation (using a wrapper for any missing desktop OpenGL functions). Support for the Vincent open source OpenGL ES implementation is also planned. Currently it runs on Pocket PC but the author is looking for other people to port to other other embedded devices supporting OpenGL ES. The latest version adds support for images with UV mapping. Blender Pocket forums provide support for development efforts.

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Using non-photorealistic rendering for constrained bandwidth OpenGL ES accelerated mobile mapping applications

This paper presents a bandwidth friendly approach to remote rendering of large 3D content (like cities), using Non-Photorealistic Rendering. The original textures of the facade are processed and the feature lines are extracted. The resulting data set (buildings with their characteristic lines) is optimized for remote visualization and stored on the server side. The city is then streamed on-demand on a remote client and rendered using OpenGL ES on handheld devices. This approach is useful for 3D content display on small screens where overly detailed textures can hide the salient characteristic features. It also greatly reduces the amount of data to transmit, making this solution well suited for limited-bandwidth networks like the ones used by mobile devices. Test were run on a DELL Axim X50V with a 624 MHz ARM processor, 64 MB of RAM memory and an Intel 2700G GPU andfull hardware acceleration using OpenGL-ES up to 640x480. Paper available as a PDF.

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m-LOMA mobile 3D map program uses OpenGL ES for rendering

The m-LOMA(mobile LOcation-aware Messaging Application) application is the first true mobile 3D map program that renders 3D views in real-time, using easy-to-recognize high-quality 3D models, large view distance and free movement in the 3D world. Unlike a traditional map, with a 3D map application you always know your location on the map either by GPS tracking or by simply recognizing the buildings or other landmarks near you on the 3D map. m-LOMA uses the OpenGL ES API for rendering, and has a full optimization toolchain for the 3D models and textures, including visibility calculations, collision avoidance and pre-calculated visibility approximations for moving objects. Available for Symbian Series 60 and 80, Linux, Windows, WindowsCE (MobileWindows) and Mac OS X.

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Graphics Rendering with OpenGL ES - GDC 2006 presentations

The presentations from the day-long tutorial on March 21st at Game Developers Conference 2006 are now online. These PowerPoint slides provide an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics, with special attention is given to the unique performance and design requirements of embedded applications. Topics include Advanced Rendering, ColladaFX, PlayStation GL, Portable Engine Developement, Performance Optimization and more.

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