Futuremark Corporation has been selected to create the OpenKODE Conformance Test Suite. The OpenKODE conformance testing tools will enable mobile device chip makers, handset manufacturers and middleware vendors to confirm that their products conform to the OpenKODE 1.0 media stack specification and will include trans-API conformance tests to ensure that OpenKODE implementations support rich mixing of media types such as real-time video being processed in a 3D application. The suite of conformance testing tools will be made available through the Khronos Group OpenKODE Adopters program and products that pass all the tests may use the OpenKODE trademark. OpenKODE 1.0 is expected to be publicly released in the first quarter of 2007.
The Mobile Game Innovation Hunt will give 12-15 mobile developers and publishers the opportunity to pitch their most innovative game to a panel of expert judges and the audience in three-minutes! Submit your Khronos API-accelerated mobile game by January 15 to participate and for a chance to win cool prizes.
The OpenKODE 1.0 draft specification is available for limited public review. If you are interested in evaluating this draft release and contributing feedback, apply now to take part in the reviewer program. If you application is approved, you will receive a IP/non-disclosure agreement which you simply need to sign and return. You will then be able to download the OpenKODE 1.0 draft and give feedback on the reviewers email list.
You are encouraged to first review the lastest OpenKODE presentation and OpenKODE podcast
What is OpenKODE? OpenKODE 1.0 brings together the OpenGL ES and OpenVG Khronos media APIs to provide state-of-the-art acceleration for vector 2D and 3D graphics and provides the new OpenKODE Core API that abstracts operating system resources to minimize source changes when porting games and applications between Linux, Brew, Symbian, Windows Mobile, WIPI and RTOS-based platforms. Subsequent versions of OpenKODE will add the OpenSL ES and OpenMAX media APIs to provide accelerated video and audio that is fully integrated with graphics processing.
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The Japanese translation of the COLLADA 1.4.1 specification is now available. You can download the Japanese translation from the COLLADA page as well as access the COLLADA DOM and the RT FX, and Refinery developer tools and code.
GBenchmark v1.0 is 3D performance benchmark suite for OpenGL ES compatible Brew, Linux, Symbian and Windows Mobile devices. The new benchmark not only measures OpenGL ES 1.0 and 1.1 application performance, but also allows direct side-by-sdie comparison of native OpenGL ES and Java (M3G) based mobile 3D implementations. It can also be used to find performance bottlenecks. GLBenchmark is available as free networked-only, corporate and stategic (source code) versions. Check out the latest posted lperformance results.
The presentations from the full day Khronos Media Acceleration Forum in Cambridge UK are now online. These presentations include OpenKODE, a non-technical introduction to OpenGL ES, hardware-accelerated OpenVG, OpenSL ES overview, a technical overview of OpenGL ES 1.1, a technical overview of OpenMAX DL, IL and AL, how shader programmability with OpenGL ES 2.0 can boost overall system level performance, and high-performance 3D graphics coding for handheld devices.
Episode #4 in the Khronos Mobile Media Developer podcast series focuses on OpenMAX DL - a standard to enable rapid porting of codecs to new platforms. OpenMAX DL (Development Layer) APIs contains a comprehensive set of audio, video and imaging functions that can be optimized by platform developers for new CPUs, hardware engines, and DSPs. Developers can then use the APIs to create portable accelerated codec functionality such as MPEG-4, H.264, MP3, AAC and JPEG. They can port the codec to a new platform simply by getting the appropriate platform library.
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Episode #3 in the Khronos Mobile Media Developer podcast series focuses on OpenGL ES 2.0 - programmable 3D shaders for mobile devices. OpenGL ES 2.0 introduces the majority of the functionality used by today's desktop games but with a streamlined API for the embedded space. This audio or video podcast from the 2006 Game Developers Conference, reviews in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.
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Aplix will integrate its JBlend Java platform with NVIDIA's GoForce handheld GPUs and JSR solutions from Hybrid and third-party partners to provide optimal Java and graphics performance for mobile devices. NVIDIA will distribute this complete Java graphics solution to its network of mobile content developers, and both companies will promote the jointly developed package to OEM customers. The cooperative agreement covers M3G - Mobile 3D Graphics API for J2ME (JSR 184), Java bindings to OpenGL ES (JSR 239) and Java bindings to SVG for scalable vector graphics (JSR 226).
The new DMS-02 processor from 3DLABS incorporates dual ARM 926EJ cores, multi-level caches, three bi-directional video stream ports, 32 or 64-bit mobile memory for up to 1.6 GBytes/s bandwidth along with many peripheral interfaces. It is OS independent with the first SDK supporting embedded Linux 2.6. The processor supports a number of codecs and APIs, including H.264, MP3, AAC, JPEG and OpenGL ES, and may be used in handhelds, navigation systems, video conferencing, in-car entertainment, video surveillance and cell phones.