OpenGL Headline News
Oct 05, 2005
This article on GameDev.net discusses how mobile developers need to modify their coding as they move from SW rendering to HW rendering using OpenGL ES. This includes submitting fewer, larger groups of polygons to the rendering API, using MIP mapping and bilinear filtering for textures; and maintaining graphics processor/CPU parallelism. With HW accelerated 3D rendering, the HW renderer takes all the load of rendering away from the CPU, freeing up for more complex physics, AI or other effects, higher frame-rates, or simply to save battery life.