The ARM Mali200 processor delivers 2D and 3D graphics with 4x and 16x FSAA and HDR support for next-generation mobile games on smartphones and other high-end portable devices. Content developers can take advantage of OpenGL ES 2.0 support for fully programmable shaders to control the rendering pipeline to create PC - and console-quality effects on VGA and higher resolutions at more than 30 frames per second. The small footprint ARM Mali55 brings visually enhanced mobile games and user interfaces to the mass market by enabling graphics acceleration for low-cost feature phones. It supports both OpenGL ES v1.1 and OpenVG.
STMicroelectronics has licensed AMD graphics technology, including 2D, 3D and vector graphics core engines, as well as related software compliant with OpenGL ES 2.0 and OpenVG 1.0 standards. This will enable new handheld devices to reach a large audience of customers who want to enjoy stunning user interfaces, immersive 3D games, and dynamic multimedia content.
At 3GSM, NVIDIA is demonstrating a prototype implementation of OpenKODE to accelerate an intuitive user interface concept design. OpenKODE is a royalty-free, cross-platform standard that combines a set of native APIs into a comprehensive media stack specification for accelerating rich media and graphics applications. The NVIDIA demo showcases: multi-tasking in a multi-windowed environment; fully accelerated translucent window compositing, and innovative 3D user interface with transition effects.
The Khronos API registry contains specifications, header files, extension specifications, enumerant and function registries, and other related documentation for Khronos APIs. The registry is broken down into separate sections for the following APIs:
- EGL Registry
- OpenGL Registry (hosted on opengl.org)
- OpenGL ES Registry
- OpenKODE Registry
- OpenVG Registry
Khronos has released a provisional version of the OpenKODE 1.0 specification to enable widespread developer feedback and rapid industry implementation of this new standard that is designed to bring portability and advanced media acceleration to mobile handsets. "OpenKODE has the potential to move the mobile industry forward with giant steps in much the same way that DirectX enabled a generation of dynamic multimedia entertainment including 3D games, music, movies, and video on PCs.” says Jon Peddie Research. See press release.
The newly ratified and released OpenMAX IL 1.1 defines enhanced media component interfaces to enable the rapid integration of media acceleration into streaming media frameworks on embedded devices. OpenMAX IL 1.1 adds significant functionality to OpenMAX 1.0 including standardized components, interfaces and controls; enhanced video and camera controls; extended color formats; and integration with EGL to seamlessly integrate with OpenGL ES and OpenVG. The OpenMAX IL 1.1 Adopter's Program has also been launched. See press release.
Edge is a multi-platform game engine for mobile devices. The newly announced v3.00 will take full advantage of advanced 3D rasterizing using hardware acceleration and software rendering using OpenGL ES. Developers can use their favorite OpenGL ES implementation through the Edge SDK (including PowerVR, Rasteroid and Vincent OpenGL ES library). For Windows desktop development the standard OpenGL interface can be used.
Ballistic COLLADA viewer is a simple but efficient free COLLADA viewer, It is written in C++ and uses the OpenGL API for rendering. The new version adds support for textures and can reads models from the Google 3D Warehouse and models exported to .dae from the latest Google SketchUp, or Blender. It features game like navigation for better immersion.
PaperVision3D is an open source project that lets you import COLLADA files and render 3D objects in real time using Flash. The 3D Flash engines works with ActionScript 2 and 3, and features linear texture mapping, optimized for rendering speed and quality. This "how to" lets you experiment with creating a simple first person shooter using a COLLADA model and an AS2 class package. Also check out the summary blog which has some great example references.
COLLADA FX provides a way to package up shaders objects, describe the full visual style of a shader and provide a simplified model for operating them. This new Conditioner for the COLLADA Refinery (a COLLADA-based conditioning pipeline application) will convert a COLLADA FX-effect from profile_CG to profile_GLSL.