GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines
Lorenz Attractor (Butterfly Effect)
Lorenz Attractor
Butterfly Effect
Mesh Exploder with Geometry Shaders
Mesh Exploder
Geometry Shaders
GLSL Hacker
GLSL Hacker
v0.7.0.0

Posts Tagged ‘ipod touch’


ShiVa 1.6.2 unleashes the 3D power of the iPhone…

Be the first to comment - What do you think?  Posted by JeGX - 2008/10/13 at 12:09

Categories: Game Development   Tags: , , , , ,

Stone Trip has released a new version of ShiVa, a platform for 3D real time development. This new release adds the support of iPhone and iPod Touch.

ShiVa


SIO2: OpenGL Free Open Source 3D Engine For iPhone And iPod Touch

2 comments - What do you think?  Posted by JeGX - 2008/10/07 at 14:19

Categories: 3D Engines, Game Development, OpenGL, SDK   Tags: , , , , , , , , , , ,




Read more…


OpenGL and Mobile Devices: Round 2

2 comments - What do you think?  Posted by JeGX - 2008/07/25 at 14:39

Categories: OpenGL, Programming   Tags: , , , , , ,

Richard S. Wright Jr. the lead author of The OpenGL SuperBible, wrote about the intersection of OpenGL and mobile devices.

Read his complete article HERE.

The graphics hardware behind the iPhone and iPod Touch is a PowerVR MBX Lite, which uses Tile-Based Deferred Rendering.

There are a few limitations you should know from the start:
* There is no stencil or accumulation buffer.
* There are only two texture units.
* The maximum texture size is 1024×1024 (use power of two only).
* The maximum space for textures and surfaces is 24MB.
* Only 2D textures are supported.
* There is no software rendering fallback.

The PowerVR chip uses a full floating-point pipeline throughout. The OpenGL lighting model is fully hardware accelerated, and there is no need to use fixed-point values for either lighting and material values, or vertex data. For best performance, use directional lights instead of point lights when possible, and try to always use indexed strips for geometry submission. To minimize bandwidth, you can use unsigned byte values for colors, and either unsigned byte or shorts instead of floats for texture coordinates.


Oolong Engine

2 comments - What do you think?  Posted by JeGX - 2008/05/12 at 16:44

Categories: 3D Engines, SDK   Tags: , , , , ,




Read more…