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Topic: OpenGL ES


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  OpenGL ES Overview
For programmable hardware:OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language.
OpenGL ES is designed to accommodate these differences by requiring a minimum footprint with minimum data storage requirements, minimized instruction/data traffic, and is both integer and floating point friendly.
OpenGL ES allows new hardware innovations to be accessible through the API via the OpenGL extension mechanism and for the API to be easily updated.
www.khronos.org /opengles   (1362 words)

  
 OpenGL ES Overview (via CobWeb/3.1 planetlab-6.cs.princeton.edu)   (Site not responding. Last check: 2007-10-09)
OpenGL® ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.
For fixed function hardware: OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and emphasizes hardware acceleration of the API, but is fully backwards compatible with 1.0.
OpenGL® ES is a low-level, lightweight API for advanced embedded graphics using well-defined subset profiles of OpenGL.
www.khronos.org.cob-web.org:8888 /opengles   (1362 words)

  
 OpenGL ES - Wikipedia, the free encyclopedia
OpenGL ES 1.0 is drawn up against the OpenGL 1.3 specification, OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification.
OpenGL ES also defines an additional safety-critical profile that is intended to be testable and demonstrably robust subset for safety-critical embedded applications such as glass cockpit avionics displays.
OpenGL ES has been chosen as the official graphics API used for PlayStation 3 gaming platform development and as the official 3D graphics API in Symbian OS.
en.wikipedia.org /wiki/OpenGL_ES   (454 words)

  
 Analysis: Khronos and OpenGL ARB merge | TG Daily   (Site not responding. Last check: 2007-10-09)
OpenGL ES, a subset of OpenGL and the the graphics API for the new Sony Playstation 3, is proving to impact the graphics industry beyond embedded systems.
OpenGL ES 2.X - OpenGL 2.X is defined relative to OpenGL 2.0 and brings with it programmability for the 3D pipeline using the OpenGL ES shading language.
OpenGL SC 1.0 is further refined to satisfy the requirements of safety critical applications, for instance for industrial, automotive applications, avionics, and military platforms.
www.tgdaily.com /2006/07/18/analysis_khronos_and_open_gl_merge   (1668 words)

  
 Khronos Publicly Releases OpenGL ES 2.0 Specification Bringing Streamlined Shader Programming to Embedded Graphics
The OpenGL ES standard is royalty-free and defines subset profiles of OpenGL® to enable small-footprint embedded applications with advanced graphics capabilities and has been widely adopted by the wireless and gaming industries.
OpenGL ES-SC 1.0 removes functionality from OpenGL ES 1.0 that is not required for safety-critical applications such as avionics and automotive instrumentation displays to minimize implementation and safety certification costs.
OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos.
www.us.design-reuse.com /news/news11037.html   (1257 words)

  
 The Java Community Process(SM) Program - JSRs: Java Specification Requests - detail JSR# 239
OpenGL ES is largely a subset of OpenGL 1.3 and much of the work derived from JSR 231, Java Bindings to OpenGL (bases on OpenGL version 1.5) will be used in this JSR.
OpenGL ES defines two profiles: the Common profile and the Common-Lite profile.
OpenGL ES is rapidly becoming the de facto standard for a platform independent, low level 3D API in the mobile market.
jcp.org /en/jsr/detail?id=239   (936 words)

  
 OpenGL Platform & OS Implementations
OpenGL is supported on every major operating system, it works with every major windowing system, and it is callable from most programming languages.
OpenGL and GLX and the X server integration of GLX, are Linux system components, and should be part of the Debian, RedHat, SuSE, or Caldera distribution.
OpenGL ES (OpenGL for Embedded Systems) is based on well-defined subset profiles of OpenGL and enables the lightest weight interface between software and hardware acceleration for advanced 2D/3D graphics capabilities on mobile & handheld devices, appliances, game stations, and embedded displays.
www.opengl.org /documentation/implementations   (779 words)

  
 Quantum3D Press Release - Quantum3D Announces IData ES for OpenGL ES Devices
A unique aspect of IData ES is that it enables the same HMIs developed with IData tools for the desktop, workstation, or embedded RTOS environment to now be deployed on these highly embedded OpenGL ES environments.
OpenGL ES features several profiles designed to provide capability for various platforms, ranging from fixed-point only embedded processors to high-powered safety critical embedded systems.
OpenGL ES drivers are widely available for a number of embedded hardware platforms, including those from industry leading embedded chip manufacturers Intel®, NVIDIA®, ATI®, Texas Instruments®, Renesas® and others.
www.quantum3d.com /press/2005/06-28-05_IData_ES.htm   (850 words)

  
 OpenGL ES
OpenGL is the most widely available cross-platform graphics API used for workstations and desktop PCs.
OpenGL ES was created as a subset of OpenGL with a minimum footprint, yet providing fully functional 3D, including texture mapping.
EGL, a native platform graphics interface for OpenGL ES, manages contexts and drawing surfaces for OpenGL ES and connects it to underlying window system and rendering APIs.
www.cdmatech.com /platforms/multimediaplatform/opengles_overview.jsp   (294 words)

  
 CIOL : Developer : Programmable shaders in OpenGL ES 2.0   (Site not responding. Last check: 2007-10-09)
LOS ANGELES: Ushering in a new era of photo-realism to the handheld development community, the new OpenGL ES 2.0 standard promises to revolutionize the handheld segment.
With the introduction of programmable shaders in OpenGL ES 2.0, the industry is poised for an explosion of compelling new content much like was developed following the introduction of kind of functionality for the PC.
"OpenGL ES 2.0 is the best graphics platform available and Hudson is embracing it today," explained John Greiner, President, Hudson Entertainment.
www.ciol.com /content/developer/2005/105080301.asp   (347 words)

  
 SIGGRAPH 2006 - Course 16 OpenKODE   (Site not responding. Last check: 2007-10-09)
With the growing popularity of 3D content on handheld and embedded platforms and the recent availability of powerful 3D hardware on these devices, developers required a flexible and powerful 3D rendering API that was designed for the unique nature of handheld platforms.
The subsequent version of OpenGL ES (2.0) eliminates the fixed functionality of OpenGL ES 1.1 and replaces it with programmability controlled through the OpenGL Shading Language.
OpenGL ES and the OpenGL Shading Language were the logical starting points, but both required some changes to meet the needs of the mobile media market.
3dshaders.com /s2006/Course16Notes.htm   (1241 words)

  
 OpenGL ES Definitions
OpenGL® is the leading environment for developing compelling, portable, maximum performance interactive 2D and 3D graphics applications, offering creativity and speed in applications development by providing powerful visual features with superior rendering, texture mapping and other special effects.
OpenGL ES is a free, lightweight API solution for advanced 2D/3D embedded graphics on mobile and handheld devices that provides well-defined subset profiles of OpenGL.
OpenGL ES 1.0 can support software implementations as small as 50Kbytes, and can enable hardware graphics pipeline acceleration on both fixed-point and floating-point systems.
www.umtschips.com /products/opengles_definitions.jsp   (207 words)

  
 GLBenchmark 1.0 - Benchmark Suite for OpenGL ES 1.x Released
Performance of OpenGL ES and Java mobile 3D implementations compared side by side with new series of ultra-portable benchmarks.
To make the benchmark compatible with all OpenGL ES devices, there's a special "ES 1.0" run mode, where all the missing extensions are omitted and software emulated.
OpenGL® ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including handheld devices, consoles, appliances and vehicles.
www.prweb.com /releases/2006sponsored/0/prweb489133.htm   (837 words)

  
 Falanx supports OpenGL ES 1.1 - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-10-09)
Falanx was the first independent graphics IP provider to submit a core-level product for testing to the Khronos OpenGL ES 1.0 conformance program, and continues to lead the way with future implementations of the OpenGL ES standard.
OpenGL ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems -- including handheld devices, appliances and vehicles.
OpenGL ES 1.1 includes Common and Common-Lite profiles for floating-point and fixed-point systems and the EGL(TM) specification for portably binding to native windowing systems.
www.gamedev.net /community/forums/topic.asp?topic_id=335118   (574 words)

  
 Gamasutra - Khronos Discusses OpenGL ES Adopters
OpenGL ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including handheld devices, appliances and vehicles, and is particularly relevant for mobile gaming.
MagicEyes Digital will be integrating OpenGL ES support into their VRender 3D SoC solution for 3D graphics on portable game machines, PDAs and mobile phones.
They specialize in OpenGL optimization and application development and are developing their own OpenGL ES 1.1 library and gaming engine.
www.gamasutra.com /php-bin/news_index.php?story=5214   (698 words)

  
 The Khronos Group: Open Standards, Royalty Free, Dynamic Media APIs (via CobWeb/3.1 planetlab-6.cs.princeton.edu)   (Site not responding. Last check: 2007-10-09)
All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests.
OpenGL is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.
OpenGL ES 2.0 introduces the majority of the functionality used by today's desktop games but with a streamlined API for the embedded space.
www.khronos.org.cob-web.org:8888   (2266 words)

  
 Open GL ES 2.0 to arrive at Siggraph
OpenGL 2.0 is not as popular as OpenGL ES, the one for mobile devices, as it took a long time to bring it to market but ES 2.0 has a much better future.
OpenGL 2.0 was too late for Doom 3, so Jon Carmack had to use Nvidia and ATI extensions for OpenGL 1.4 to bring nice Shaders to his lovely game.
OpenGL 1.0 ES uses fixed functions, from the old time school of graphic programming.
www.theinquirer.net /?article=21158   (327 words)

  
 ZeusCMD - Design and Development Tutorials : OpenGL ES Programming Tutorials - OpenGL Window
The first step in creating any OpenGL application is to create an OpenGL window on which you can display your program.
Additional functions that extend OpenGL ES are found in the GLES/egl.h header file.
OpenGL displays graphics on the screen by using frames.
www.zeuscmd.com /tutorials/opengles/03-OpenGLWindow.php   (735 words)

  
 [No title]   (Site not responding. Last check: 2007-10-09)
OpenGL ES 1.X targets fixed function embedded 3D accelerators.
While a dose of Megace ES has only 625 milligrams of the active ingredient megestrol acetate compared with the standard dose of 800 milligrams, studies submitted by Par showed that both formulations produced equivalent effects.
Cada registro de MEDLINE es la referencia bibliografica de un artículo científico publicado en una revista médica, con los datos bibliográficos básicos de un artículo (Titulo, autores, nombre de la revista, año de publicación) que permiten la recuperación de estas referencias posteriormente en una biblioteca o a través de software específico de recuperación.
www.lycos.com /info/es.html   (524 words)

  
 Vincent, the 3-D Rendering Library for Pocket PCs and Smartphones based on the published OpenGL ES 1.0 API   (Site not responding. Last check: 2007-10-09)
Current builds of the Vincent library can successfully execute the official OpenGL ES 1.0 conformance test suite on a Pocket PC, and finishing touches on passing the 1.1 version of the test are well under way.
The project is also a registered adopter of the OpenGL ES API with Khronos.
The OpenGL ES 1.0 API specification is a recent royalty-free industry standard that defines a subset and variant of the OpenGL ® API targeted at embedded devices.
ogl-es.sourceforge.net   (446 words)

  
 Khronos Launches Developer University Lecture Series and OpenGL ES Coding Challenge Contest - DevMaster.net Forums
The OpenGL ES Coding Challenge is a content development contest offering a series of prizes and widespread recognition to developers who wish to submit source samples that illustrate the expressive power of OpenGL ES on handheld devices.
The winners of the contest will be selected by the Khronos Members that participate in the OpenGL ES Working Group for the most effective demonstration of the power of 3D on a handheld platform.
Khronos, OpenVG and OpenMAX are trademarks of the Khronos Group Inc. OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos.
www.devmaster.net /forums/showthread.php?t=1738   (772 words)

  
 Khronos Releases OpenGL ES 2.0 Specification Bringing Streamlined Shader Programming to Embedded Graphics - ...
“OpenGL ES 2.0 is a state-of-the-art programmable graphics API that reflects the experience and expertise of the world’s leading graphics companies that have designed it.
“OpenGL ES-SC 1.0 enables the safety-critical graphics community to make use of an open standard API that is specifically aimed at satisfying the needs of their market.
The Khronos Group is a member-funded industry consortium focused on the creation of open standard APIs such as COLLADA™, OpenGL ES, OpenML™, OpenVG, and OpenSL™ ES and OpenMAX™ to enable the authoring and acceleration of dynamic media on a wide variety of platforms and devices.
www.devmaster.net /forums/showthread.php?t=3672   (1095 words)

  
 Java Platform Micro Edition, Java Binding for the OpenGL ES API, JSR 239
Java Binding for the OpenGL® ES API enables access to a low level 3D graphics library through a standard Java interface.
OpenGL® is the de facto standard 3D libraries on the desktop, and with the matching OpenGL® ES specification for embedded devices, it is rapidly becoming the de facto standard for a platform independent, low level 3D API in the embedded market.
The Khronos Group is responsible for defining the OpenGL® and OpenGL® ES specifications.
java.sun.com /javame/jbogles/?feed=JSC   (379 words)

  
 Amazon.fr : Opengl-Es Game Development: Livres en anglais: Dave Astle,Dave Durnil   (Site not responding. Last check: 2007-10-09)
"OpenGL ES Game Development" offers an in-depth look into the OpenGL ES standard and what the new embedded systems graphics library will provide for game developers.
It also covers the problems involved in mobile game development with OpenGL ES and includes an overview of fixed point math and other areas of cell phone limitations that must be considered before creating mobile games.
He is the coauthor of OpenGL Game Programming, has contributed to several other game development books, and has spoken at industry conferences, including the Game Developers Conference.
www.amazon.fr /Opengl-Es-Game-Development-Dave-Astle/dp/1592003702   (549 words)

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