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Opengl Es tagged stories

Shaderific 3.1 adds support for anaglyph 3D rendering

Shaderific 3.1 is now available. Shaderific is an educational app for iPad, iPhone and iPod touch that helps computer science students and experienced developers to get started with OpenGL ES 2.0 shader development. The update adds a new stereoscopy mode that allows to render any shader as anaglyph red-cyan 3D images. This provides a completely new 3D experience when using glasses with the appropriate red-cyan filters. Furthermore, multiple instances of the same object can now be rendered with a single shader using the new draw instanced functionality.
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New PowerVR Series6XE GPUs bring OpenGL ES 3.0 and OpenCL to everyone

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At CES 2014, Imagination Technologies announced a new line-up of PowerVR Series6XE Rogue graphics processing (GPU) IP cores targeting cost-sensitive, mass-market applications. The new Series6XE family, including the world’s smallest fully-featured OpenGL ES 3.0 and OpenCL-capable GPU core, are designed to enable high-quality graphics and efficient GPU compute performance for products such as entry-level mobile devices and tablets, as well as wearables and other consumer products including DTVs and set-top boxes, in which silicon area and memory bandwidth are limited, but advanced graphics performance is still desired. -
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Imagination launches new PowerVR Series6XT GPUs at CES 2014

The new PowerVR Series6XT Rogue architecture builds on the groundbreaking Series6 architecture that consumes the lowest memory bandwidth in the industry while delivering the best performance per mm2 and per mW. The Series6XT architecture features market-leading scalability, supporting implementations up to eight compute clusters that scale linearly in GFLOPS and texturing rates. With OpenGL ES 3.0* support across the range, Series6XT provides among the highest performance OpenGL ES 3.0 GPUs in the industry. Today Imagination unveiled the first three cores in the Series6XT generation with two, four and six compute clusters respectively. The Series6XT architecture targets a wide range of markets from wearables, mobile devices and tablets to automotive infotainment to high-end gaming and computing and more. Series6XT also adds performance enhancements to support the extended color gamut of 4K/Ultra HD TV.
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A Glimpse at OpenGL ES Next

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Khronos discloses the high-level direction for a new version of the OpenGL ES standard for mobile and embedded 3D graphics - to enable roadmap planning by OEMs and developers that are not Khronos members. Details around 'OpenGL ES Next' include:

  • The OpenGL ES Working Group plans to release a new version of OpenGL ES in 2014
  • The main features of the new API will be:
    • Backward compatibility with OpenGL ES 2.0 and 3.0
    • Compute shaders, with atomics and image load/store capability
    • Separate shader objects
    • Indirect draw commands
    • Enhanced texturing functionality including texture gather, multisample textures and stencil textures
    • Enhanced shading language functionality
  • For clarification purposes the new API will not include:
    • Tessellation and geometry shaders

We've included a PDF with this information.


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PowerVR Rogue GPUs set to deliver next-gen graphics and compute with new OpenGL ES Next API

In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. Good news for developers targeting PowerVR-based hardware is that all our PowerVR Rogue GPUs are designed to meet the specifications of the OpenGL ES Next API. This means that any device with a PowerVR Series6, Series6XT or Series6XE graphics core will be able to support OpenGL ES Next, once conformance is achieved.
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Kishonti announces GFXBench 3.0 cross-platform OpenGL ES 3 benchmark

GFXBench 3.0 is a high-end 3D graphics benchmark that adds advanced OpenGL ES 3 features and special tests to the popular GFXBench benchmark suite.
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Olympus adopts DMP’s Hybrid Graphics IP core for OLYMPUS OM-D E-M1

Digital Media Professionals Inc announced that Olympus has selected DMP 2D/3D hybrid graphics IP core “SMAPH-H” for their OLYMPUS OM-D E-M1, the flagship model of a mirrorless system, integrating DSLR. SMAPH-H is a hybrid graphics IP core optimized for high-performance, high-quality user interfaces and mobile applications, supporting OpenVG 1.1 and OpenGL ES 1.1/2.0 APIs.
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OpenGL ES Work Group Chair discusses ASTC Texture Compression

Tom Olson, work group chair of the OpenGL ES API and director of graphics research at ARM has a great blog entry on ASTC texture compression. Not too technical and includes some great examples and lots of links. A great read for the middle of the week.
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Kishonti GFXBench 3.0: A Fresh Look At OpenGL ES and Mobile Benchmarking

The newly-released Kishonti GFXBench 3.0 is comprised of nearly all new tests, including battery, render quality, and the first serious OpenGL ES 3.0 performance metric. Newly introduced is the demanding Manhattan test, utilizing OpenGL ES 3.0-specific complex lighting, particles, and, most important, deferred shading. Tom's Hardware has a complete rundown of GFXBench and the GFXBench website contains lots of results for various mobile devices.
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OpenGL ES mobile hardware database powered by OpenGL ES CapsViewer for Android

The free OpenGL ES CapsViewer app is now available for Android. This tools reads out all hardware capabilities of Android devices and can upload them to an online database that developers can access to check out OpenGL ES 2.0 and OpenGL ES 3.0 capabilities for the various devices out on the market. The database contains OpenGL ES information including extensions, compressed texture formats, capabilities, EGL extensions, device features and available hardware sensors. You can compare up to 8 different devices at once, so developers can easily check out what features are supported by their targeted devices.
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