HLSL2GLSL is an open source tool that translates DirectX 9 HLSL shaders into the OpenGL Shading Language (GLSL). The new v0.9 has been released with many options that will support shaders that are compatible with OpenGL ES 2.0 (OpenGL ES 2.0 implementations are on track for release in early 2007). Specifically, HLSL2GLSL can generate shaders that use only user attributes and user varyings (required by OpenGL ES Shading Language v1.00). In addition, it can prepend a default precision qualifier as required by ES v1.00 for fragment shaders.
The Khronos Group has launched the first episode in the Mobile Media Developer podcast series. In this new series, the developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game consoles.
The first podcast previews the new OpenKODE APIs. OpenKODE provides functionally similar to DirectX on the desktop, except it is cross-platform, royalty-free and streamlined for handheld devices. The goal of OpenKODE is to make it easier for developers (and carriers) to deploy rich media applications on mobile phones, by providing system abstraction so that develoeprs don’t have to worry about the underlying handset hardware or OS. It also offers state-of-the-art media acceleration technologies as well as access to operating system resources, input devices and displays.
Podcast web pages: http://www.khronos.org/podcasts/
Podcast RSS: http://www.khronos.org/podcasts/mobile_podcast.xml
Subscribe via iTunes: itpc://www.khronos.org/podcasts/mobile_podcast.xml
A basic summary of resources and steps for getting started using COLLADA as a digital content creator or as a software developers. The guide the steps to take if you want to use COLLADA to import/export data from tools or if you want to implement COLLADA in your application.
The COLLADA Test Model Bank is a model repository for developers working on COLLADA related projects. Developers can post and exchange sample models to be shared with the community and used to test COLLADA implementations.
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.
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.