How to write portable WebGL comes from the same author as Why you should use WebGL. When programming WebGL you need to be careful to make it portable. This post explains how to make WebGL portable across many devices, what to look out for and techniques to work around the limitations you face.
The PowerVR G6100 is the latest addition to the highly efficient Series6 family of graphics IP cores, making it the smallest member of the "Rogue" area-optimized GPUs to date. A single core, single cluster GPU, it will enable mass-market adoption of OpenGL ES 3.0 on a wide range of computing platforms. Products supporting the latest APIs from Khronos will become a significant and growing part of a billion unit market by 2014. PowerVR Series6 is one of the first GPU architectures to achieve full conformance for OpenGL ES 3.0. Launched at MWC in Barcelona, the PowerVR G6100 is the smallest and most efficient GPU available on the market that can handle both graphics APIs like OpenGL ES 3.0 and DirectX9 Level 3 as well as GPU compute applications accelerated through OpenCL, Renderscript Compute or Filterscript.
Anthony Liot works for ACTISKU, creator of 3D real-time marketing solutions. He works with the 3D engine Unigine. Passionate in his search for a way to bring great 3D graphics with no plug-in to the Web, Anthony worked with Mozilla to make this happen.
A fast, lightweight 2D library that works across all devices, both mobile and desktop. The pixi renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of WebGL.
Imagination’s PowerVR Series6 GPU technologies have now achieved full conformance with the latest version of OpenGL ES, marking another major milestone for this family of efficient, low power GPU IP cores which have been among the first OpenGL ES 3.0-conformant graphics cores to ship in consumer products. OpenGL ES 3.0 is the first update to OpenGL ES since 2004, bringing new features to the mobile standard that were previously only available on the desktop-oriented OpenGL 3.3 and 4.2. Khronos has kept backwards compatibility with OpenGL ES 2.0 but introduced new capabilities within the rendering pipeline, extended the list of texture formats, updated the GLSL ES shading language, and enhanced texturing functionality and efficiency, among other enhancements.
On February 13, 2013, Qualcomm mobile processors were one of the first to receive certification by the Khronos Group for conformance with the OpenGL ES 3.0 specifications. This is the latest version of the most widely used high-level, cross-platform graphics API for games and sophisticated graphics programming. Upcoming Qualcomm Snapdragon™ 600 and 800 processors with the latest industry leading Adreno™ 300 series GPUs will support OpenGL ES 3.0.
All topics related to OpenCL are of interest, including OpenCL applications from any domain (e.g., scientific computing, video games, computer graphics, multimedia, information retrieval, optimization, text processing, data mining, finance, signal and image processing and numerical solvers), OpenCL performance analysis and modeling, OpenCL performance and correctness tools and proposed OpenCL extensions.
Intel HD 2500/4000 graphics on "Ivy Bridge" processors now officially support OpenGL ES 3.0 per the Khronos specification. Intel received early word that their conformance results have been certified.
Mobica has joined the Khronos Group. Mobica is a British company focused on providing solutions to consumer electronics, automotive and industrial markets, with R&D centres in the UK, Poland and California. "We’re delighted to join the Khronos family and look forward to sharing our extensive experience in low-level graphics software" said Jim Carroll, CTO of Mobica. "We’re pleased to welcome Mobica to the Khronos Group and the benefits their multimedia and graphics expertise will bring to the Khronos community" said Neil Trevett, president of the Khronos Group.
Intel has now submitted their OpenGL ES 3.0 results to the Khronos Group for validation with Ivy Bridge hardware and the Mesa 9.1 branch in hopes of being one of the first driver implementations to be officially OpenGL ES 3.0 conformant. Product is based on a published Khronos Specification, and is expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.