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.
The beta release of the OpenGL ES 2.0 SDK for PowerVR SGX, provides one of the first OpenGL ES 2.0 PC emulation-based development environments. This SDK features training course content, demos for advanced shader techniques and the first PowerVR SGX tools, including a geometry exporter, texture converter, universal shader compiler, and advanced shader development environment. It also features a PC emulation environment significantly upgraded from previous MBX SDK releases, providing, among other things, full shader support. If you want to get access to this latest SDK before general release, please contact powervrinsider [at] imgtec.com.
This article from SymbianOne is a interview with Xen Games and their transition from their own engine to OpenGL ES on Sony Ericsson's UIQ 3 phones. " As we concentrate on high quality games, which can take a year to write, we don't see any point in creating a game that is not OpenGL ES 3D enabled. It makes no sense to write a game for a device with a 3D chip without using its features. To use the chip you need to use the standard APIs and OpenGL ES is the most widespread standard on phones... The main advantage with OpenGL ES is its cross platform support."
CodeSynthesis XSD is an open-source, cross-platform XML Schema to C++ data binding compiler. Provided with an XML instance specification (XML Schema), it generates C++ classes that represent the given vocabulary as well as parsing and serialization code. This lets you access the data stored in XML using types and functions that semantically correspond to your application domain rather than dealing with intricacies of reading and writing XML. XSD supports a wide range of industry standards and schemas including COLLADA in the new XSD v2.3.1 (i.e. translates COLLADA 1.3.1, 1.4.0, and 1.4.1 to C++). It is available on GNU/Linux, Windows, Solaris, Mac OS X, HP-UX, and AIX and supports many compilers. Dual-licensed under the GPL and a commercial license.
This open source work-alike of OpenVG is built on top of the QtOpenGL for Qt4.3. It uses the OpenGL API for hardware acceleration.
This article written by Chris Hinsley from the Tao Group clearly explains the problems that OpenKODE is designed to address, how it creates a consistent platform for development and thus a viable market for developers, how it can also accelerate Java-based applications, how it brings together all of the Khronos APIs (3D, 2D, video, audio and user input and networking) and how it defines a standard secure distribution format.