Posts tagged OpenGL ES

An introduction to OpenGL 4.1

The Khronos Group keeps the pace that they set themselves being able to deliver the latest specification of OpenGL less than half year after the revolutionary appearance of OpenGL 4. Abandoning the OpenGL 3.x line of the specification (at least for a while) the new update concentrates on Shader Model 5.0 class GPUs and extensions heavily promoted by the community. Beside all this, the Khronos Group now confessedly opens towards convergence to OpenGL ES making the desktop version of the specification downward compatible with its embedded brother. In this article I would like to present the features introduced with the latest revision of the specification.

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Going mobile with OpenGL ES

Many things have changed since the first time the public put their hands on the first mobile phone device as these days the end user rarely makes their choices when buying a mobile equipment based on their telephony capabilities. In fact, nowadays these devices are one of the most popular entertainment platforms out there. The main problem for application developers is that these platforms tended to be very heterogeneous from point of view of hardware architecture as well as that of API support. Meanwhile things have changed. While the underlying hardware still varies a lot from device to device the work of application developers has been eased by having cross platform mobile operating systems and open standards. In particular OpenGL ES that is an embedded version of the popular graphics API. In this article I would like to talk about some of the big players of the mobile OS industry and about using OpenGL ES for creating impressive mobile applications.

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