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Encyclopedia > OpenGL ES

OpenGL ES (OpenGL for Embedded Systems) is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDAs, and video game consoles. It is defined and promoted by the Khronos Group, a graphics hardware and software industry consortium interested in open APIs for graphics and multimedia. OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ... A three dimensional object has height, width and depth. ... API and Api redirect here. ... An embedded system is a special-purpose computer system, which is completely encapsulated by the device it controls. ... Look up Personal digital assistant in Wiktionary, the free dictionary. ... “Game console” redirects here. ... The Khronos Group is an industry consortium founded in 2002 and dedicated to creating APIs to enable the authoring and playback of rich media on a wide variety of platforms and devices. ... A consortium is an association of two or more individuals, companies, organisations or governments (or any combination of these entities) with the objective of participating in a common activity or pooling their resources for achieving a common goal. ...


In creating OpenGL ES 1.0, much functionality has been stripped from the original OpenGL API and a little bit added. Two of the more significant differences between OpenGL ES and OpenGL are the removal of the glBeginglEnd calling semantics for primitive rendering (in favor of vertex arrays) and the introduction of fixed-point data types for vertex coordinates and attributes to better support the computational abilities of embedded processors, which often lack a FPU. Many other areas of functionality have been removed in version 1.0 to produce a lightweight interface: for example, quad and polygon primitive rendering, texgen, line and polygon stipple, polygon mode, antialiased polygon rendering (with alpha border fragments, not multisample), ARB_Image class pixel operation functionality, bitmaps, 3D texture, drawing to the frontbuffer, accumulation buffer, copy pixels, evaluators, selection, feedback, display lists, push and pop state attributes, two-sided lighting, and user defined clip planes. It has been suggested that Binary scaling be merged into this article or section. ... A floating point unit (FPU) is a part of a computer system specially designed to carry out operations on floating point numbers. ...


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. 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 in lieu of floating point data type support, whereas common supports both. Look up profile in Wiktionary, the free dictionary. ... It has been suggested that Binary scaling be merged into this article or section. ... A floating-point number is a digital representation for a number in a certain subset of the rational numbers, and is often used to approximate an arbitrary real number on a computer. ...


OpenGL ES 1.1 adds to the OpenGL ES 1.0 functionality by introducing additional features such as mandatory support for multitexture, better multitexture support (with combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering. In 3D computer graphics texture mapping, MIP maps (also mipmaps) are pre-calculated, optimized collections of bitmap images that accompany a main texture, intended to increase rendering speed and reduce artifacts. ...


The common profile for OpenGL ES 2.0, publicly released in August 2005, completely eliminates all fixed-function API support in favor of an entirely programmable model, so features like the specification of surface normals in the API for use in a lighting calculation are eliminated in favor of abstract variables, the use of which is defined in a shader written by the graphics programmer. Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...


OpenGL ES also defines an additional safety-critical profile that is intended to be a testable and demonstrably robust subset for safety-critical embedded applications such as glass cockpit avionics displays. This article does not cite any references or sources. ... This article does not cite any references or sources. ...


OpenGL ES has been chosen as the official graphics API in Symbian OS. API and Api redirect here. ... Symbian OS is a proprietary operating system, designed for mobile devices, with associated libraries, user interface frameworks and reference implementations of common tools, produced by Symbian Ltd. ...


Further reading

  • Astle, Dave and David Durnil: OpenGL ES Game Development, Course Technology PTR, ISBN 1-59200-370-2
  • Pulli, Kari and Tomi Aarnio and Kimmo Roimela and Jani Vaarala Designing graphics programming interfaces for mobile devices, IEEE CG&A 2005

External links


  Results from FactBites:
 
OpenGL ES Overview (1362 words)
For programmable hardware:OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language.
OpenGL ES is designed to accommodate these differences by requiring a minimum footprint with minimum data storage requirements, minimized instruction/data traffic, and is both integer and floating point friendly.
OpenGL ES allows new hardware innovations to be accessible through the API via the OpenGL extension mechanism and for the API to be easily updated.
  More results at FactBites »


 

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