A great overview of how a leaner and cleaner version of the most widely deployed 3D API is produced. Written by Kari Pulli and Jani Vaarala of Nokia and Ville Miettinen co-founder of Hybrid Graphics, this overview is a must read. Fro mthe article “The early mobile 3D engines were all proprietary, and their rendering pipelines were implemented in software running on general-purpose CPUs. In 2002, to provide a baseline for portable 3D hardware acceleration, the Khronos Group began to design a 3D standard for mobile devices. The idea was to take OpenGL, the most widely deployed 3D API, as a starting point to produce a leaner and cleaner version: OpenGL ES (embedded systems).
Feb 25, 2008 | Category: Applications •