opengl es - P3300, MDA Compact III ROM Development

hi
last year i saw that there wasn't any version of opengl es for the artemis....
now is there any version?
nothing about the tf3d?
thanks

There is no 3D acceleration hardware on any of the Omap850 based devices. It will never happen because of the lack of hardware.

libGLES_CM OpenGLES wrapper works on the Artemis, of course it's software accelerated but seems at least as fast as GDI and can be used in managed code. I use it for 2D rendering in C# and it's good and portable between devices.
Forget about more complex 3D though.

Related

OpenGL ES in TP2?

I read Opera Mobile 9.7 will come w/ gfx acceleration support via OpenGL ES.
Does TP2 have OpenGL ES support (in 6.1 or 6.5 WinMo)?
I tried reading the specs page, but it's hard to make out for somebody who is not well versed in the world of mobile CPU/GPU-combinations.
Yes it does.
Short and sweet. Thanks!

Hardware accelerated 3d

To what extent does android (or at least the flavour on the Hero) support hardware accelerated 3d graphics? From reading the G1 forums I get the impression it is, but google has some dissenting voices. So, I wondered if anyone knew for definite?
Cheers.
[Meant this to be in Q&A, sorry- would someone move it?]
the hero has full Open GL ES 1.1 support which is basically a mobile version of the desktop OpenGL, the graphics chip isnt that powerful but enough for basic transparencies, and 3d acceleration, if you download the app Neocore off the android market, that will show you just how good the 3d is on the hero.
Impressive. Thanks very much!

OpenGL ES 2.0 on HTC HD2

Dear all,
I plan to purchase HTC HD2 for development. Could I kindly ask for help with the following, please:
Will it be possible to develop application on HTC HD2 usin OGL ES 2.0?
Will HD2 video driver support Open GL ES 2.0?
Is there already OpenGL ES 2.0 SDK available?
These answers are very important to me, and I bet not only for me. Any advice how to get the answer would be hepful as well.
Thanks a lot,
Rene
I'm having the same questions here. Any help?
Must say I haven't tried it yet, but it should support 2.0, yes, drivers too. APIs are available from khronos.
anyone with an HD2 want to try this game out? It requires OpenGL ES 2.0: http://www.southend.se/games/electopia/index.php
SYSTEM REQUIREMENTS
Platform: Qualcomm Snapdragon™ 8k
OS: Windows Mobile 6.1
Graphics Support: OpenGL ES 2.0
Screen Resolution: 800 x 480
Free RAM: 40 MB
Size on disk (installed): 14 MB
Touch Input
Recommended Device:
Toshiba TG01
bugsykoosh said:
anyone with an HD2 want to try this game out? It requires OpenGL ES 2.0: http://www.southend.se/games/electopia/index.php
SYSTEM REQUIREMENTS
Platform: Qualcomm Snapdragon™ 8k
OS: Windows Mobile 6.1
Graphics Support: OpenGL ES 2.0
Screen Resolution: 800 x 480
Free RAM: 40 MB
Size on disk (installed): 14 MB
Touch Input
Recommended Device:
Toshiba TG01
Click to expand...
Click to collapse
Tried it, it works flawlessly from a technical point of view.
gameplay needs some serious work !
Chainfire said:
Must say I haven't tried it yet, but it should support 2.0, yes, drivers too. APIs are available from khronos.
Click to expand...
Click to collapse
Dear Chainfire,
Does it mean, that HD2 supports OGL ES 2.0 optimized drivers? I hear from all the sides, that Open GL applications on much slower than they really should, because of poor support in the Drivers.
Regards,
Rene
HD2 dos indeed support both GLv1 and GLv2 properly.
It is not so much that the drivers are badly optimized, they just have 2 major issues with them. One being a compatibility issue which can be equally blamed on as well game/app coders as HTC/Qualcomm, the other being a vicious bug that really needs fixing by HTC/Qualcomm. Aside from those two issues, the drivers are perfectly fine.

[Q] is there any openGL 2.0 for wm6.5 QVGA?

i'm looking for openGL 2.0 for msm7200a QVGA wm6.5
is there any cab for it?
i need it for spb mobile shell 3.53 option and can not find such cab
10x 4 any help
Take a look at the two links in the following post (for improved OpenGL ES 1.x performance)
opengles on msm720x chipsets
This chipset supports OpenGL ES 1.x, i.e. no chance for 2.0!

Why does ouya require a custom xbmc build?

I read that a stable xbmc build for ouya was released. I'm curious as to what is need for a custom build? Is it to use the joystick? I don't think that's the case as I read something regarding hardware accel playback. But if that's the case why does the generic build of xbmc just work with other tablets/phones?
It is probably because the regular version isn't 100% compatible with the OUYA
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I am here to help and provide knowledge to help others with there problems/issues. If you do have a question don't be afraid to shoot me a PM and I will help you and put you in the right direction to the best of my ability and will get your problem and/or issue solved.
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Actually XBMC isn't universal, because different manufacturers have different ideas on how to deal with drivers at the abstraction level. Search around a bit, the Ouya isn't the only device requiring a custom build.
It is probably because the regular version isn't 100% compatible with the OUYA
Click to expand...
Click to collapse
duh really?? No kidding??
I assume obviously there is an incompatibility but at least the other post was a little more insightful regarding the abstraction layer.
But xbmc in the end will use two things: opengl, and hardware accelerated video playback. So why would that need a custom build? If the android OS is designed properly this should all be done through an abstraction layer and not have to be coded to be hardware specific.
I guess somewhat related, when I first got my nexus 7 and heard about tegra optimized games. They are boasting that but I didn't actually like to hear that. I read that some other tablets that may actually have a better video chipset, could perform worse with these tegra optimized games. Even though nvidia and ati try and make similar claims, if the game is d3d compliant it will run fine on either. That's how it should be with android, so I shouldn't need an ouya optimized build. But this is my layman's understanding so maybe there's something else I'm not seeing.
The Ouya's lucky tho, my Galaxy S2 still doesn't have a build with hardware acceleration that isn't a beta, so anything but basic XVID AVIs play like molasses. =.=' (Samsung's own video player works better...)
Android's compatibility throughout all devices isn't guaranteed at any level below the abstraction layer. Games don't really have this problem because everything graphic intensive must be done in OpenGLES, which is at least backwards compatible - and unlike Windows you don't have DirectX vying for compatibility with it.*
Video processing is a different beast altogether, because unfortunately OpenGLES isn't a compression/decompression/streaming library. Google by the way doesn't actually promise HD video decompression from the very beginning, just the standard cellphone codecs. Not even VP8, the codec they back. Non HD MP4 is the only decent codec that's guaranteed.
Apple doesn't have this compatibility problem because it is its own manufacturer and nobody else manufactures devices that runs iOS. Android and Windows, not so. <_<'
* And even then remember that some graphics cards support only up to a certain version of DirectX OR OpenGL. Anything greater and the game either won't run, or WILL but won't let you see anything. The only reason why you don't see this in the DX9-10-11 transition was that game engines implemented fallback mechanisms. I still remember the transition between DX8.1 and DX9. <_<'

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