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SimulationMark ES2.0 enables pre-silicon performance testing of OpenGL ES 2.0 3D hardware designs

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.

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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.

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Embedded Systems 3D Game SDK 0.3 supports OpenGL ES 1.x Common and Common Lite Profile

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.

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MobiX3D v0.6 X3D player uses Rasteroids 3.1 OpenGL ES implementation and GLUT|ES

MobiX3D is a mobile player for X3D (the successor to VRML) and H-Anim (Humanoid Animation) content. V0.6 addsfull support of opaque and transparent textures (bmp, jpg, png, gif), support of viewpoint animations, mplementation of a basic view frustum culling algorithm based on axis-aligned bounding boxes, and adoption of the recent Hybrid Rasteroid 3.1 implementation of OpenGL ES 1.1.

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3D Nature Visual Nature Studio and Scene Express update supports Google Earth 4 using COLLADA

3D Nature's Visual Nature Studio and Scene Express are the first fully GIS-enabled landscape authoring tools to offer support for directly generating textured COLLADA (.dae) models geospatial data in any projection. This latest update improves the VNS Google Earth exporter to support long-awaited new features only available in Google Earth 4 software, such as textured 3D objects (buildings, bridges, vehicles, etc) and properly-sized vegetation. COLLADA support also now permits the simplified representation of custom terrain within Google Earth 4, by exporting the terrain model as a basic textured 3D model.

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Graphic Programming for PlayStation 3 - “Collada Show” at Games2006

Games 2006 is the first major event related to the videogames industry to take place in Portugal. Tuesday 26th September 06 - 02:30 P.M.- 03:30 P.M. Rémi Arnaud (COLLADA's co-creator and advisor of PixelBox Academy) will give a conference talk about COLLADA and graphics programming for Playstation 3. Wednesday 27th September 06 - 04:30 P.M.- 06:00 P.M. there will be a round table: 'What’s the next step for computer graphics technology?' with invited speakers: Bruno Patatas (PixelBox Academy), Randi Rost (Intel Inc.) and Rémi Arnaud (SCEA).

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ARM releases sample implementation of OpenMAX DL

ARM has released a sample implementation of OpenMAX DL, which can be freely downloaded from the ARM website. This is an ANSI C sample implementation of the functions described in the OpenMAX DL v1.0.1 API specification. All of the mandatory DL functions are supplied. None of the optional DLx API functions described in Appendix A of the specification are supplied. This implementation attempts to be as mathematically accurate to the OpenMAX definition as possible, using floating-point code where necessary. It is not intended to reflect the expected performance or code size of an optimized (integer only) implementation.

The OpenMAX DL (Development Layer) standardizes access to a comprehensive set of low-level media processing primitives used extensively in audio, video and imaging applications. As well as general purpose media processing functions, OpenMAX DL also contains APIs specifically targeted for the implementation of codecs such as MPEG-4, H.264, MP3, AAC and JPEG.

ARM is also developing highly optimized OpenMAX DL libraries for the ARMv6 SIMD and ARMv7/NEON architectures, which are being in hand-coded in ARM assembly. These libraries will be available for purchase by silicon vendors who can use them royalty free and redistribute them for use on their silicon.

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Rasteroids v3.1 now free for OpenGL ES, OpenVG tool and application developers

Rasteroid is a middleware package with stand-alone binary implementations the OpenGL ES, OpenVG, and M3G open standards APIs. V 3.1 includes:

  1. Stand-alone OpenGL ES 1.1 software implementation for Symbian Series60, Windows Mobile and Windows x86
  2. Hybrid's OpenVG API for Symbian Series60 and x86 Windows
  3. Hybrid's EGL 1.3 interface API
  4. Windows (J2SE) implementation of the JSR 184 API (M3G)
As of version 3.1, Rasteroid is available free of charge for evaluation and commercial application development.

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OpenSceneGraph v1.2 adds COLLADA import/export as core feature

The OpenSceneGraph is an Open Source, cross platform graphics toolkit for the development of high performance graphics applications such as flight simulators, games, virtual reality and scientific visualization using OpenGL 2.0 and the OpenGL Shading Language. It runs on runs on all Windows platforms, OSX, GNU/Linux, IRIX, Solaris and FreeBSD operating systems. The new v1.2 adds COLLADA support for both the reading and writing of COLLADA 1.4.1 as .dae files as a core feature.

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3D Graphics Made Easier with OpenGL ES for BREW

This article on DevX discusses how the introduction of OpenGL ES for BREW, developers now have access to a state-of-the-art 3D rendering platform thats portable across mobile platforms and devices. The article describes how to get your environment set up for OpenGL ES development in BREW, as well as introduces you to the basic concepts you need in order to get started. Note: there's no support for OpenGL in the base BREW emulator. Instead, you need to download the BREW SDK Extension for OpenGL ES for the BREWSDK.

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