OpenglEs

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  • OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit, bring OpenVL along for the ride

    Mobile graphics are clearly setting the agenda at SIGGRAPH this year -- ARM's Mali T600-series parts have just been chased up by a new Khronos Group standard that will likely keep those future video cores well-fed. OpenGL ES 3.0 represents a big leap in textures, introducing "guaranteed support" for more advanced texture effects as well as a new version of ASTC compression that further shrinks texture footprints without a conspicuous visual hit. OpenVL is also coming to give augmented reality apps their own standard. Don't worry, desktop users still get some love through OpenGL 4.3: it adds the new ASTC tricks, new visual effects (think blur) and support for compute shaders without always needing to use OpenCL. All of the new standards promise a bright future in graphics for those living outside of Microsoft's Direct3D universe, although we'd advise being patient: there won't be a full Open GL ES 3.0 testing suite for as long as six months, and any next-generation phones or tablets will still need the graphics hardware to match.

    Jon Fingas
    08.07.2012
  • Imagination Technologies unveils G6200 and G6400, first two GPUs based on PowerVR Series6

    First announced in February of last year, Imagination Technologies has officially announced the licensing availability of its first two GPUs based on the Series6 platform. The PowerVR G6200 and G6400 each promise to bring low power graphics to unprecedented levels and are said to deliver up to 20 times more horsepower than the current generation while also being five times more efficient. In tangible terms, the Series6 GPU cores are capable of exceeding 100 gigaflops and are said to approach the teraflop range. All chipsets based on Series6 are backward compatible with Series5 and fully support OpenGL 3.x, 4.x and ES, along with OpenCL 1.x and DirectX 10. Further, specific models will also support DirectX 11.1 with full WHQL compliance. Poised to shake up the mobile gaming ecosystem, Imagination has already lined up partners that include ST-Ericsson, Texas Instruments, Renesas Electronics and MediaTek. The full PR, complete with all the bragging, can be found after the break.

    Zachary Lutz
    01.10.2012
  • BlackBerry 7 gets an SDK, NFC, AR, other acronyms

    BlackBerry 7 OS is coming soon but, to take advantage of all those fancy features like NFC and the digital compass (ok, some of them aren't that fancy), devs are going to need some new APIs -- enter the BlackBerry 7 Java SDK. Creators of BlackBerry apps can go download the beta of the new software development kit at the source link and start whipping up augmented reality browsers and 3D games, thanks to support for OpenGL ES 2.0. There's nothing mind-blowing about RIM's latest update, but we're glad to see the corporate stalwart start to catch up to other smartphone OSes, and it's only a matter of time before Layar and Quake hit the BlackBerry Bold 9900.

  • Adobe AIR 2.5 coming to Android in Q4 2010, but only to capable phones

    When will Strong Bad and company become native Android applications? Anytime after Q4 2010 -- that's when Adobe says it wants to have Adobe AIR for Android runtimes publicly available in the Android Market, along with an initial batch of apps, and fairly exciting potential for more. The Android release will be part of AIR 2.5 and grant would-be developers access to your smartphone's camera, microphone, accelerometer and GPS as well as providing hardware GPU acceleration and multitouch input, which could make for some exciting PopCap games completely serious and not at all game related utilities down the road. Don't necessarily expect them to work on every Android phone, however, as there are some prerequisites for AIR, namely an ARMv7 processor or better with a vector co-processor, OpenGL ES 2.0 and Froyo, but Adobe says if your device handles Flash 10.1, it'll probably run AIR. On a related note, if you weren't yet sold on Google TV, a breath of fresh AIR might help -- Adobe told us it's presently pondering the correct time to add the cross-platform runtimes on Google's video streaming boxes as well.

    Sean Hollister
    08.16.2010
  • OpenGL 4.1 spec finalized, streamlines 3D graphics for web and phones

    Only four months after OpenGL 4.0 hit the scene, the next revision of the cross-platform graphics API is here, bearing gifts of fancier math and more cribbed DirectX 11 features. Unless you're a graphics guru, though, we doubt you'll be that interested in "64-bit floating-point component vertex shader inputs," so let's get to the meat of what you're after: impressive 3D gaming. OpenGL 4.1 promises to help deliver that to cellphones easier than ever before, by making OpenGL ES (used in iOS and Android, depending on your hardware) completely compatible with the desktop graphics version, and promises "features to improve robustness" in WebGL 3D browser acceleration as well. There's also support for stencil values in fragment shaders, but we digress -- if you understood what we just said, hit up the source and more coverage links for the rest.

    Sean Hollister
    07.26.2010
  • Qualcomm ships first dual-core Snapdragon chipsets clocking 1.2GHz

    Oh yeah baby, Qualcomm's finally shipping its first dual-core Snapdragons. To whom, is the big question. Its third-generation Mobile Station Modem MSM8260 and MSM8660 Snapdragon chipsets for high-end smartphones -- originally announced in February 2009 -- are now sampling and capable of running at up to 1.2GHz. The MSM8260 supports HSPA+, while the MSM8660 brings support for multi-mode HSPA+ and 1xEV-DO Rev. B. Both integrate GPS, a GPU with 2D / 3D acceleration engines for Open GL ES 2.0 and Open VG 1.1, 1080p video encoding and decoding, a dedicated low-power audio engine, and support for 24-bit WXGA 1,280 x 800 pixel displays. Anybody at Computex care to step forward with a reference design? Update: We just spoke with company representatives here at the show, and try as we may, we couldn't convince anyone at the company to show off a dual-core reference design. We were flat-out told that the only people at Computex getting a glimpse at the new silicon were prospective customers, though we did manage to pry out a few interesting details about the chip itself and the future of the line. For one, these new chips have two application cores and a single modem core, whereas existing chips have a single application core alongside a single modem core. We were also told in no uncertain terms that an even quicker version of the Snapdragon would be launched before the year's end, and as you'd likely surmise, it'll be aimed at "larger screen" devices -- you know, like slates and tablet PCs. [Image courtesy of Carina Larsson]

    Thomas Ricker
    06.01.2010
  • Android NDK hits Release 3, brings OpenGL ES 2.0 access to devs

    We know from a brief spat of iPhone 3GS controversy that OpenGL ES 2.0 brings a new level of immersive realism to 3D gaming on mobile devices, so Android developers (and users, for that matter) should be delighted to hear that a new release of the official Native Development Kit exposes its capabilities to anyone targeting Android 2.0 or higher. As a refresher, the so-called NDK is a bolt-on to the standard Android SDK that gives folks the ability to write and compile critical pieces of functionality in native code, closer to the processor without that pesky Java virtual machine standing in the way -- in other words, it's exactly what gamers and game devs need to make Android a serious gaming platform, and better access to badass 3D capabilities are a fun little piece of the puzzle. The latest NDK's available for download now -- so seriously, hurry up and go wow us with your revolutionary first-person shooter. Git!

    Chris Ziegler
    03.08.2010
  • RIM unveils tighter Adobe partnership, new app payment platform, OpenGL ES support, more

    There aren't any new devices in the mix, but RIM has unleashed a torrent of BlackBerry OS-related news today at its BlackBerry Developer Conference in San Francisco that's sure to make devs happy in the short term -- and you know how that goes: when devs are happy, it doesn't take long before end users reap the benefits. Here are the highlights: BlackBerry devices running OS 5.0 and higher will be able to benefit from OpenGL ES support, the 3D platform used by many of the world's high-power smartphones for delivering killer games. There's a beta of the SDK already, so let's get cracking, everyone -- we need some first-person shooters that totally negate BlackBerry's ultra-productive image. A new plugin for the Eclipse development environment should make building BlackBerry app GUIs easier than ever, which should hopefully lead to prettier apps; it'll be available in mid-2010. BlackBerry Theme Studio is now available, simplifying theme creation with support for changing the home screen layout, fonts, icons, colors, cursors, and more; it supports BlackBerry OS 4.2.2 and higher, which means that virtually every BlackBerry in a pocket (or holster) today should be able to take advantage. The timing's perfect on this one, because RIM has also announced that themes can now be submitted to App World. BlackBerry Payment Service has been announced for mid-2010 availability, bringing in-app payments, subscription support, and a variety of billing options, which all sounds far more robust than the PayPal-only setup they've got going today. The Push Service made available to Alliance Program members earlier this year will be made available to all comers in "early 2010," making it easy to push bite-sized chunks of "time-sensitive alerts" to phones quickly and easily. BlackBerry Advertising Service has been announced for 1H 2010 availability, bringing a unified ad platform for developers with a variety of existing ad networks on board. If this means more free apps in App World, we're all for it. Expanding on the Flash partnership previously announced, RIM has teamed up with Adobe yet again to unveil tight integration with Creative Suite 5 with direct file exports for BlackBerry-optimized formats and the creation BlackBerry-specific web layouts. End users will also be able to pull files directly off their BlackBerrys into consumer offerings like Photoshop Elements. This particular news seems pretty fluffy since Adobe products are already capable of opening and saving media formats that the phones can use -- but as with many of the other announcements here, we're on board as long as it means better-looking apps. Sure, we wouldn't have complained if some crazy Storm2 with a QWERTY slide had unexpectedly shown up, but all things considered, BlackBerry software shops have to be salivating at the bounty here.

    Chris Ziegler
    11.09.2009
  • First iPhone game with 3GS-specific graphics released?

    Back in June it was revealed that the iPhone 3GS' newfound support of OpenGL ES 2.0 graphics put one of the first meaningful, material boundaries in software capability between iPhone generations (magnetic compass and video would be two other biggies), meaning that 3D-accelerated games targeted specifically for the 3GS platform could look a good deal fancier than their 2G / 3G counterparts -- and furthermore, they could be built to only work on the 3GS if the developer chose not to build in support for both. French software shop Eurocenter is touting that its newly-released Adrenaline Golf is the first game to take advantage of the 3GS' added graphics capabilities -- and while we can't verify that no other application submitted to the App Store in the past three months hasn't utilized OpenGL ES 2.0 in some regard, we can definitely verify that it looks way cooler on the 3GS. The good news is that Eurocenter has set up the game so that it chooses the correct graphics engine at runtime, regardless of the iPhone you're using, but after you see it on the 3GS it might seem a little inadequate on the older gear. Follow the break for our side-by-side demo of the sweet 3GS-exclusive water reflections, which are considerably better than real life since you don't risk getting wet. Update: Sure enough, Eurocenter got a little overzealous with their claim -- Rocking Pocket's Blue Skies has had 3GS-specific enhancements for a while now. Thanks, everyone!

    Chris Ziegler
    09.11.2009
  • iPhone 3G S supports OpenGL ES 2.0, but 3G only supports 1.1 -- will the App Store splinter?

    When we were breaking down the meaty differences between the old-school 3G and the 3G S yesterday, we made an assumption about support for OpenGL ES 2.0 3D graphics APIs in the original iPhone 3G based on the fact that it had been available in the iPhone OS 3.0 SDK for several betas. Turns out, though, that the graphics processor in the 3G S -- the PowerVR SGX -- supports hardware acceleration of both OpenGL ES 1.1 and 2.0 while the more pedestrian PowerVR MBX found in the iPhone 3G supports 1.1 alone.What does this mean to you? OpenGL ES is the lightweight version of OpenGL, a powerful library of real-time 3D rendering APIs; many modern phones and other handheld devices support the older 1.1 specification, but 2.0 is less common -- it kicks things up a notch by supporting more complex textures and shading operations, which basically means games written to support it look more badass. Here's the problem, though: because OpenGL ES 1.1 and 2.0 are completely incompatible with each other, apps need to be written to support both if they're going to be maximally compatible. A 2.0-only app can't simply run on a 1.1-only device and not look as good -- it won't work at all.Here's where it gets interesting. The App Store has already splintered a bit with certain applications being unavailable to iPod Touch users (dialers, for example), but language in Apple's iPhone SDK documentation leads us to believe that the company eventually intends to begin allowing it to splinter even among iPhone models, maybe as soon as the 3G S is released. That is, they'll allow apps that are only compatible with the 3G S because they're written to take advantage of OpenGL ES 2.0 and don't offer a 1.1 fallback:"When designing your OpenGL ES application, the first question you must answer is whether your application will support OpenGL ES 1.1, OpenGL ES 2.0, or both... Your application should target OpenGL ES 1.1 if you want to support all iPhones and iPod touches."Realistically, it was bound to happen; platform aside, hardware is always improving, and it's paralyzingly difficult to require that all apps be compatible with all of a platform's devices regardless of age -- particularly when it comes to gaming. We imagine this'll be an issue with apps taking advantage of the 3G S' other specific features like the magnetic compass and video recording support, too. Question is, what'll be that must-have game (or compass, we suppose) that spurs stubborn 3G owners into shelling out a few hundred bucks they didn't intend to?

    Chris Ziegler
    06.10.2009