
Tag Archives: opengl es
Discovering the Tinker Board: ASUS’ Reply to Raspberry Pi 3
Google GAPID: Capture Vulkan and OpenGL ES Calls on Android, Windows, macOS and Linux
Quick Benchmark of the Raspberry Pi 2 GPU (VideoCore IV)
GLSL Hacker 0.8.2 for Raspberry Pi Released
glslLangValidator: OpenGL / OpenGL ES Reference Compiler
NVIDIA R331.13 Beta Graphics Driver for Linux
Dolphin Emulator: Graphics Drivers Hall of Shame
Programmable Blending on Mobile and Desktop GPUs (OpenGL)
dEngine: OpenGL ES Rendering Engine for iPhone, Source Code Available
NVIDIA R270.51, New Branch (270_00), 27 New OpenGL Extensions
GLBenchmark 2.0 Tested on Modern OpenGL ES Devices
(Guest Post) Overview of WebGL
(PR) Khronos Details WebGL Initiative to Bring Hardware-Accelerated 3D Graphics to the Internet
OpenGL ES Fight: iPhone 3G S vs iPphone 3G
Other Weekly News In Brief
Graphics Cards:
- Le GPU Chrome 430 ULP de S3 dans deux premiers portables
- Palit Radeon 4850 Sonic Review
- PCGH driver review: Catalyst 8.10 with noticeable improvements
Other Hardware:
Programming:
- OpenGL Type Traits
- OpenGL ES 2.0 Programming Guide – Book Review
- Direct3D Demos Collection
- Unreal Engine 3.5 for consoles first: Will PC gamers miss something?
Softwares:
Misc:
SIO2: OpenGL Free Open Source 3D Engine For iPhone And iPod Touch
OpenGL and Mobile Devices: Round 2
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.