OpenGL ES 2.0
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OpenGL ES 2.0
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history". The API is cross-language and multi-platform. The GLU library and the original GLUT are not available for OpenGL ES, freeglut however, supports it. OpenGL ES is managed by the non-profit technology consortium Khronos Group. Vulkan, a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices. 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 ...
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OpenGL Architecture Review Board
The OpenGL Architecture Review Board (ARB) was an industry consortium that governed the OpenGL specification. It was formed in 1992, and defined the conformance tests, approved the OpenGL specification and advanced the standard. On July 31, 2006, it was announced that the ARB voted to transfer control of the OpenGL specification to Khronos Group. Voting members included 3Dlabs, Apple, ATI, Dell, IBM, Intel, Nvidia, SGI and Sun Microsystems, plus other contributing members. Microsoft was an original voting member, but left in March 2003. See also * OpenGL * GLSL * Khronos Group * ARB assembly language ARB assembly language is a low-level shading language, which can be characterized as an assembly language. It was created by the OpenGL Architecture Review Board (ARB) to standardize GPU instructions controlling the hardware graphics pipeline. Hi ... References External links * http://www.opengl.org/about/arb/ — The official page for the OpenGL ARB {{Authority contr ...
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Language-independent Specification
A language-independent specification (LIS) is a programming language specification providing a common interface usable for defining semantics applicable toward arbitrary language bindings. LIS's are language-agnostic; they mitigate the risk that a certain language binding might reduce compatibility with other languages. An ideal LIS allows the language bindings to take advantage of features of a programming language uncompromisingly. Examples of LIS include Interface description language, Simplified Wrapper and Interface Generator and Common Language Infrastructure. Recursive transcompiling can be used to distribute a language independent specification across many different technologies, with each technology potentially keeping an authoritative description of a different part of the specification. Recursive transcompiling provides the general methodology for distributing this authoritative information through the rest of the derivative code Derivative code or Chameleon ...
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Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution images are used as the object appears farther away. This is a more efficient way of downfiltering ( minifying) a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D computer games, flight simulators, other 3D imaging systems for texture filtering, and 2D and 3D GIS software. Their u ...
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Floating Point Unit
Floating may refer to: * a type of dental work performed on horse teeth * use of an isolation tank * the guitar-playing technique where chords are sustained rather than scratched * ''Floating'' (play), by Hugh Hughes * Floating (psychological phenomenon), slipping into altered states * Floating exchange rate, a market-valued currency * Floating voltage, and floating ground, a voltage or ground in an electric circuit that is not connected to the Earth or another reference voltage * Floating point, a representation in computing of rational numbers most commonly associated with the IEEE 754 standard * ''Floating'' (film), a 1997 American drama film Albums and songs * ''Floating'' (Eloy album) (1974) * ''Floating'' (Ketil Bjørnstad album) (2005) * ''Floating'' (EP), a 1991 EP by Bill Callahan * "Floating" (The Moody Blues song) (1969) * "Floating" (Megan Rochell song) (2006) * "Floating" (Jape song) (2004) * "Floating", a song by Jolin Tsai from the 2000 album '' Don't S ...
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Floating Point
In computing, floating-point arithmetic (FP) is arithmetic that represents real numbers approximately, using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base. For example, 12.345 can be represented as a base-ten floating-point number: 12.345 = \underbrace_\text \times \underbrace_\text\!\!\!\!\!\!^ In practice, most floating-point systems use base two, though base ten (decimal floating point) is also common. The term ''floating point'' refers to the fact that the number's radix point can "float" anywhere to the left, right, or between the significant digits of the number. This position is indicated by the exponent, so floating point can be considered a form of scientific notation. A floating-point system can be used to represent, with a fixed number of digits, numbers of very different orders of magnitude — such as the number of meters between galaxies or between protons in an atom. For this reason, floating-poi ...
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Fixed-point Arithmetic
In computing, fixed-point is a method of representing fractional (non-integer) numbers by storing a fixed number of digits of their fractional part. Dollar amounts, for example, are often stored with exactly two fractional digits, representing the cents (1/100 of dollar). More generally, the term may refer to representing fractional values as integer multiples of some fixed small unit, e.g. a fractional amount of hours as an integer multiple of ten-minute intervals. Fixed-point number representation is often contrasted to the more complicated and computationally demanding floating-point representation. In the fixed-point representation, the fraction is often expressed in the same number base as the integer part, but using negative powers of the base ''b''. The most common variants are decimal (base 10) and binary (base 2). The latter is commonly known also as binary scaling. Thus, if ''n'' fraction digits are stored, the value will always be an integer multiple of ''b ...
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GLSL
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages. Background With advances in graphics cards, new features have been added to allow for increased flexibility in the rendering pipeline at the vertex and fragment level. Programmability at this level is achieved with the use of fragment and vertex shaders. Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history. Originally introduced as an extension to OpenGL 1.4, GLSL was ...
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Shading Language
A shading language is a graphics programming language adapted to programming shader effects (characterizing surfaces, volumes, and objects). Such language forms usually consist of special data types, like "vector", "matrix", "color" and " normal". Due to the variety of target markets for 3D computer graphics, different shading languages have been developed. Offline rendering Shading languages used in offline rendering produce maximum image quality. Material properties are totally abstracted, little programming skill and no hardware knowledge is required. These kind of shaders are often developed by artists to get the right "look", just as texture mapping, lighting and other facets of their work. Processing such shaders is time-consuming. The computational power required can be expensive because of their ability to produce photorealistic results. Most of the time, production rendering is run on large computer clusters. RenderMan Shading Language The RenderMan Shading Language ...
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Vulkan (API)
Vulkan is a low- overhead, cross-platform API, open standard for 3D graphics and computing. Vulkan targets high-performance real-time 3D graphics applications, such as video games and interactive media. Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to older OpenGL and Direct3D 11 APIs. It provides a considerably lower-level API for the application than the older APIs, making Vulkan comparable to Apple's Metal API and Microsoft's Direct3D 12. In addition to its lower CPU usage, Vulkan is designed to allow developers to better distribute work among multiple CPU cores. Vulkan was first announced by the non-profit Khronos Group at GDC 2015. The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next" by Khronos, but use of those names was discontinued when Vulkan was announced. Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos wi ...
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Consortium
A consortium (plural: consortia) is an association of two or more individuals, companies, organizations 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. is a Latin word meaning "partnership", "association" or "society", and derives from ("shared in property"), itself from ("together") and ("fate"). Examples Educational The Big Ten Academic Alliance in the Midwest and Mid-Atlantic U.S., Claremont Colleges consortium in Southern California, Five College Consortium in Massachusetts, and Consórcio Nacional Honda are among the oldest and most successful higher education consortia in the World. The Big Ten Academic Alliance, formerly known as the Committee on Institutional Cooperation, includes the members of the Big Ten athletic conference. The participants in Five Colleges, Inc. are: Amherst College, Hampshire College, Mount Holyoke College, Smith Co ...
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Non-profit Organization
A nonprofit organization (NPO) or non-profit organisation, also known as a non-business entity, not-for-profit organization, or nonprofit institution, is a legal entity organized and operated for a collective, public or social benefit, in contrast with an entity that operates as a business aiming to generate a Profit (accounting), profit for its owners. A nonprofit is subject to the non-distribution constraint: any revenues that exceed expenses must be committed to the organization's purpose, not taken by private parties. An array of organizations are nonprofit, including some political organizations, schools, business associations, churches, social clubs, and consumer cooperatives. Nonprofit entities may seek approval from governments to be Tax exemption, tax-exempt, and some may also qualify to receive tax-deductible contributions, but an entity may incorporate as a nonprofit entity without securing tax-exempt status. Key aspects of nonprofits are accountability, trustworth ...
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FreeGLUT
FreeGLUT is an open-source alternative to the OpenGL Utility Toolkit (GLUT) library. GLUT (and hence FreeGLUT) allows the user to create and manage windows containing OpenGL contexts on a wide range of platforms and also read the mouse, keyboard and joystick functions. FreeGLUT is intended to be a full replacement for GLUT, and has only a few differences. Since GLUT has gone into stagnation, FreeGLUT is in development to improve the toolkit. It is released under the MIT License. History FreeGLUT was originally written by Paweł W. Olszta with contributions from Andreas Umbach and Steve Baker. Since Paweł ceased working in 3D graphics, he passed the baton to Steve Baker. The current maintainers of FreeGLUT are John F. Fay, John Tsiombikas, and Diederick C. Niehorster. Paweł started FreeGLUT development on December 1, 1999. The project is now virtually a 100% replacement for the original GLUT with only a few departures (such as the abandonment of SGI-specific features such as t ...
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