Although OpenGL ES makes 3D graphics programming significantly easier and more portable, developers must still work to tune their applications for the greatest performance possible. This article features tips and tricks gleaned from Qualcomm and other developers at the 2006 Brew Developer Conference in San Diego.
The Java Bindings for the OpenGL ES API (JSR 239) have been released (September 2006). These bindings enable access to the OpenGL ES library through a standard Java interface. The specification defines a Java ME optional package creating a standard Java interface into the OpenGL ES API and the EGL API for window system binding. It requires an underlying OpenGL ES Conformant native engine that must support OpenGL ES 1.0 or 1.1 and EGL and all core extensions. These bindings will be part of the Sun Java Wireless Toolkit 2.5 for CLDC when it is released as 1.0.
Vijay Singh Pro Golf 3D is an OpenGL ES-based simulation hyperrealistic golf game for Sony Ericsson's UIQ 3 based phones, that allows the player to personify and compete against 8 entirely customizable players, including the great Vijay Singh, and allows them to advance in their careers through practice, golf courses, and later tournaments, featuring golf circuits from all over the globe.
Sony Ericsson announces three UIQ 3 based phones and SDK for hardware accelerated 3D graphics through OpenGL ES
Sony Ericsson is working with Imagination Technologies to support application development for the three UIQ 3 based phones, the M600 messaging device, P990 smartphone and W950 Walkman phone which all support OpenGL ES and feature full PowerVR hardware 3D graphics acceleration. A comprehensive SDK for OpenGL ES including a step-by-step tutorial and a dedicated discussion forum are available for free from Sony Ericsson Developer World.
SimulationMark ES2.0 will allow mobile device chipmakers and manufacturers to test and compare simulated 3D graphics performance in OpenGL ES 2.0 chip designs prior to the fabrication of silicon based hardware implementations. The simulated benchmark is a combination of theoretical and practical shader test workloads based on high level shader and parameter descriptions published by Futuremark.
Fujitsu announces OpenGL ES 1.1-based MB86297 graphic controller for vehicle multimedia and virtual dashboards
The new Fujitsu MB86297 graphic display controller is optimized for high-end vehicle multimedia and virtual dashboard applications, including head-end units and fully configurable instrument clusters that require high quality and versatile human-machine interfaces. It supports all 2D functions, 3D functions, and fogging and lighting, to provide dramatic and realistic 3D effects. Because the MB86297 will support OpenGL ES 1.1, it makes software development a relatively hardware-independent task.
The Embedded Systems 3D Game SDK is an Open Source 3D Game Engine / SDK for embedded devices based upon OpenGL ES. The new v0.3 adds support for the OpenGL ES 1.x Common and Common Lite Profile on Win32, WinCE and Symbian phones using the Rasteroid 3.1 OpenGL ES implementation.
MobiX3D is a mobile player for X3D (the successor to VRML) and H-Anim (Humanoid Animation) content. V0.6 addsfull support of opaque and transparent textures (bmp, jpg, png, gif), support of viewpoint animations, mplementation of a basic view frustum culling algorithm based on axis-aligned bounding boxes, and adoption of the recent Hybrid Rasteroid 3.1 implementation of OpenGL ES 1.1.
Rasteroid is a middleware package with stand-alone binary implementations the OpenGL ES, OpenVG, and M3G open standards APIs. V 3.1 includes:
- Stand-alone OpenGL ES 1.1 software implementation for Symbian Series60, Windows Mobile and Windows x86
- Hybrid's OpenVG API for Symbian Series60 and x86 Windows
- Hybrid's EGL 1.3 interface API
- Windows (J2SE) implementation of the JSR 184 API (M3G)
This article on DevX discusses how the introduction of OpenGL ES for BREW, developers now have access to a state-of-the-art 3D rendering platform thats portable across mobile platforms and devices. The article describes how to get your environment set up for OpenGL ES development in BREW, as well as introduces you to the basic concepts you need in order to get started. Note: there's no support for OpenGL in the base BREW emulator. Instead, you need to download the BREW SDK Extension for OpenGL ES for the BREWSDK.