OpenGL ES Presentation
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Transcript of OpenGL ES Presentation
ERIC CHENG CGGTCIS 565 GPU PROGRAMMING
UNIVERSITY OF PENNSYLVANIA
OpenGL ES
OpenGL ES
What is OpenGL ES?
OpenGL ES is an application programming interface (API) for advanced 3D graphics targeted at handheld and embedded devices such as cell phones, personal digital assistants (PDAs), consoles, appliances, vehicles, and avionics. OpenGL ES is one of a set of APIs created by the Khronos Group. The Khronos Group, founded in January 2000, is a member-funded industry consortium that is focused on the creation of open standard and royalty- free APIs for handheld and embedded devices.
Features:
The OpenGL API is very large and complex and the goal of the OpenGL ES working group was to create an API suitable for constrained devices. To achieve this goal, the working group removed any redundancy from the OpenGL API. In any case where there was more than one way of performing the same operation, the most useful method was taken and the redundant techniques were removed. A good example of this is specifying geometry, where in OpenGL an application can use immediate mode, display lists, or vertex arrays. In OpenGL ES, only vertex arrays exist and immediate mode and display lists were removed.
Features
Removing redundancy was an important goal, but maintaining compatibility with OpenGL was also important. As much as possible, OpenGL ES was designed such that applications that were written to the embedded subset of functionality in OpenGL would also run on OpenGL ES. The reason this was an important goal is it allows developers to leverage both APIs and develop applications and tools that use the common subset of functionality. Although this was an important goal, there are cases where it has deviated, especially with OpenGL ES 2.0.
Features
New features were introduced to address specific constraints of hand- held and embedded devices. For example, to reduce the power consumption and increase the performance of shaders, precision qualifiers were introduced to the shading language.
OpenGL ES Versions
Several versions of the OpenGL ES specification now exist. 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. This means that, for example, an application written for OpenGL ES 1.0 should be easily portable to the desktop OpenGL 1.3; as the OpenGL ES is a stripped-down version of the API the reverse may or may not be true, depending on the particular features used.
Version 1.0 and 1.1 both have common and common lite profiles, the difference being that the common lite profile only supports fixed-point instead of floating point data type support, whereas common supports both.
OpenGL ES 2.0
OpenGL ES 2.0 was publicly released in March 2007.[2] It eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1.
Usage
OpenGL ES 1.0 Official 3D graphics API of the operating systems Android[3] and
Symbian[4] Supported by the
PlayStation 3 as one of official graphics APIs[5] (the other one being low level libgcm library), the PlayStation 3 also includes several features of OpenGL ES 2.0
Supported by QNX[6] OpenGL ES 1.1 Supported by Android 1.6 Supported by iOS for iPad, iPhone, and iPod Touch Supported by the BlackBerry 5.0 operating system series,[7] however,
only BlackBerry Storm 2, BlackBerry Curve 8530 and later models have the needed hardware[8]
Supported for Palm webOS, using the Plug-in Development Kit[9] Supported by the Nintendo 3DS
Usage
OpenGL ES 2.0 Supported by the iPad, iPhone 3GS or later, and
iPod Touch 3rd generation and later Supported by the Android platform since Android 2.2[10] Supported by the Android platform NDK since Android 2.0[11] Support by BlackBerry devices with BlackBerry OS 7.0 Supported by the BlackBerry PlayBook 3D Library of the Pandora console Chosen for WebGL: OpenGL for web browsers[12] Supported by some new Nokia mobile phones, such as the Maemo based
Nokia N900[13] and the Symbian^3 based Nokia N8. Supported by various Samsung mobile phones, including the
Galaxy S and Wave Supported for Palm webOS, using the Plug-in Development Kit[9] Supported by the
Archos Internet tablets: Archos 70 IT, Archos 101 IT, Archos 80 G9, Archos 101 G9
Learn though Samples!
Sample 1: Rotating CubesWritten by me based on Xcode template
Learn through Samples!
Sample 2: Bump MappingFrom iPhone 3D Programming
Learn through Samples!
Learn through Samples!
THANK YOU!
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