Developers related stories

COLLADA DOM, RT and CFX updated to to v1.41;  new Refinery tool for assemblying conditioner pipelines

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The COLLADA Document Object Model (DOM) has been updated with the 1.4.1 COLLADA Schema. The DOM 1.4.1 is source compatible with 1.4.0. Simply recompile your current application with this new release to load/modify/save 1.4.0 and 1.4.1 documents. COLLADA RT and FX have also been updated to the 1.4.1 specification. The new Refinery tool is a Java user interface / run-time, that let you assemble C++ conditioners (e.g. polygon optimization, copyright, triangulation, etc) into a COLLADA content pipeline.

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AmanithVG tech preview #01 offers fully hardware accelerated vector graphics using OpenGL ES

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AmanithVG is a commercial engine for graphics acceleration that is entirely built on top of OpenGL (from 1.1 to 2.0, using extensions where available) and OpenGL ES (1.1 and 2.0) APIs. By using exisiting OpenGL-savvy 3D hardware for acceleration, AmanithVG provides high quality graphics on any kind of 3D chipset already available on the market, achieving 10+ times faster performance than software rasterizers.

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COLLADA 1.4.1 release adds more examples, clarifications and info about effects bindings

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COLLADA 1.4.1 is an update to the COLLADA 1.4.0 XML Schema namespace. The update fixes issues reported by users without adding new features and is backward compatible with the existing 1.4.0 schema. COLLADA 1.4.0 documents will validate against the new schema. The COLLADA specification has been enhanced with more examples and clarifications about existing features. A new release notes document supplements the specification with additional information about effects bindings for material instancing, texture mapping, rigid constraints, transparency, and skinning calculations.

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Multiverse Technology Platform uses COLLADA as it’s intermediate format

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The Multiverse technology platform is a free complete end-to-end solution for developing Massively Multiplayer Online Game (MMOG) and virtual worlds. The goal is to enable independent game developers to compete with the big game companies. James Cameron, director of such movies as "Terminator" and "Aliens," is on their advisory board. Multiverse uses COLLADA as the intermediate format for importing 3D assets.

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Bellagio OpenMAX IL open source sample implementation for Linux lets developers create OpenMAX multimedia components & controls

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STMicroelectronics released v0.2 of Bellagio, the open source sample implementation of OpenMAX IL for Linux. Bellagio enables Linux software developers and ISVs to familiarize themselves with OpenMAX IL API and to develop their own OpenMAX components for multimedia codecs and controls. The v0.2 release includes an MP3 decoder software component, a basic volume control and one audio sink software component . All of these components comply with the OpenMAX base and interoperability profiles, i.e. they can be tunnelled together. STMicroelectronics is also creating a set of GStreamer plug-ins that use Bellagio OpenMAX IL components that will enable any applications based on GStreamer to leverage multimedia acceleration for free!

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Hybrid Rasteroid 3 middleware includes OpenGL ES 1.1, OpenVG, EGL and JSR 184

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Rasteroid 3 is a middleware package with stand-alone implementations of the embedded graphics standards we promote in our main product Hybrid Framework. The APIs include binary versions for several mobile platforms (such as Symbian, Series60, Windows Mobile, BREW) as well as Windows desktop implementations. It includes the following API implementations:

  • Stand-alone OpenGL ES 1.1 software implementation for Symbian Series60, BREW, Windows Mobile and x86 Windows
  • 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)

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Imagination Technologies and Sony Ericsson release OpenGL ES 1.1 SDK for UIQ 3-based phones

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Imagination Technologies and Sony Ericsson have released the first version of their OpenGL ES 1.1 SDK for UIQ 3 using Symbian OS v9.1. The new OpenGL ES 1.1 SDK integrates seamlessly with the UIQ 3 SDK and includes all the tools, technical documentation, white papers, problem solving tips and tricks, FAQs, tutorials and sample programs required to create 3D hardware accelerated graphics for the Sony Ericsson P990, M600 and W950 mobile phones. A collection of tutorials is included in the SDK to help developers get started using the OpenGL ES 1.1 API.

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Synthetic Vision article in July Penton’s Military Electronics discusses the need for OpenGL SC

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Synthetic Vision (SV) in avionics displays refer to computer-generated 3D representation of the environment an aircraft is operating in includings terrain, flight paths, other hazards, automation cues, air data, runways, etc. This PDF article (July 2006 issue, page 10) discusses the difficulty in developing SV systems and how the demands of embedded systems and safety critical standards such as DO178B require a solution that is different from solutions for PCs. While OpenGL is the standard for avionics and should be used, it is usually prohibitive to safety certify an entire large library like OpenGL. A well-defined subset is required to provide a target rendering capability for embedded applications that is small enough to be certified. OpenGL ES is that subset. In particular the safety critical profile for OpenGL ES is oriented primarily toward traditional avionics and can form the basis for SV research and development.

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Kynapse v4.0 middleware solution for large scale A.I. behavior simulation adds COLLADA import

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Kynapse is an middleware solution for large scale A.I. behavior simulation that lets non player characters move around in any 3D dynamic world, understand their environment, hide, communicate, cooperate, drive vehicles, etc. The 4.0 version supports hierarchical PathFinding and data streaming both for PathFinding and 3D perception, very large number of entries, and COLLADA import.

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COLLADA: Sailing the Gulf of 3D Digital Content Creation book - sample chapter

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This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development.

It was created as a guide to the COLLADA 1.4 specification with the goal of providing readers with all the information that will help them understand the concepts, learn how the technology is already implemented by various tools, and provide guidance for using COLLADA in their applications.

Sample Pdfs:

The book will be useful for content developers interested in exchanging data between several tools, application developers planning to take advantage of COLLADA in their tool chain and tool providers wanting to add COLLADA compatibility.

Pre-order on Amazon

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