Khronos OpenGL ES 2.0 SDKs for PowerVR SGX


The PowerVR SGX OpenGL ES 2.0 SDK is available for PC Emulation and will be available for various hardware platforms under a variety of operating systems in the future.

Download Khronos OpenGL ES 2.0 SDK


Tutorials

Step-by-step tutorials on how to get started with Khronos OpenGL ES 2.x development:
   
Initialization
Basic demo which shows how to create a window which supports OpenGL ES 2.0 3D rendering and only does a clear operation on the buffer with variable colour.
Hello Triangle
Traditional "Hello World" -style demo which explains how to render your first triangle using the most basic vertex and fragment shader programs.
Introducing PVRShell
Introduction to the PowerVR shell framework which handles initialization and provides a clean, easy to use environment in which to create 3D applications.
Texturing
Introduction to using textures in OpenGL ES 2.0. Creates a procedural texture and applies it to a quad using a basic fragment shader program.
Basic Transformations & Lighting
Illustrates the usage of a data passed into the shader as uniforms for animations and vertex lighting.
Introducing PVRTools
Introduction to the PowerVR tools library which contains many handy functions to help with loading of textures and printing text on the screen in an efficient (3D) way.
Introducing POD
Introduction to handling geometry optimised for mobile platforms through the PowerVR POD file format. Shows how to load and render POD geometry data.
AlphaBlend
Introduction to the most common types of alpha blending: transparency, additive blending, modulate and modulateX2.
Render to Texture
Render to texture demonstration using frame buffer objects to implement a recursive rendering technique.
Alpha Test
Illustration of typical usage case for alpha testing and the difference compared to using alpha blending.
Stencil Buffer
Illustration of stencil buffer functionality to identify the intersection between two volumes.
Introducing PFX
Shows how to use our tools to load our PowerVR FX (PFX) file format.
Fast Transform and Lighting
Demonstration of an efficient algorithm for basic transformation combined with diffuse and specular lighting calculations.
Light Mapping
Advanced multitexturing - effect which projects a lightmap texture onto a complex object which has a base texture and reflective layer to create a realistic effect.
Reflections
Demo illustrating two reflection mapping techniques: cube mapping and a single texture fish-eye based method.
Complex Lighting
Vertex shader program illustration of complex lights including directional, point and spotlight algorithms.
Fog
OpenGL ES 2.0 removes fixed function fog, this demo illustrates the vertex shader program algorithms needed to implement linear, exponential and table fog.
Bumpmapping
Illustration of fragment shader program based per-pixel lighting using a normal map.
Perturbed UVs
Illustration of fragment shader based complex reflections through per-pixel distortions based on a normal map.
Cell Shading
Vertex and fragment shader program to create a cartoon-style effect.
Fresnel Reflections
Demonstration of reflections based on the incidence of the view vector taking into account the different refractive indices between two media.
Refraction
Illustration of a glass - like effect through the calculation of the deformation introduced by light rays crossing through a translucent object.
Anisotropic Lighting
Advanced fragment shader programme which simulates the look of satin cloth and brushed metal.
Iridescence
Iridescence fragment shader programme which mimics the behaviour of light reflecting off a surface covered by a translucent film with variable thickness.


Demos

A collection of example programs highlighting various features. Includes source code for selected demos; source code for other demos may be made available on request.
See example demos

Shell Framework

The SDK shell framework hides all the initialization code and provides an easy-to-use framework for the developer community. The shell framework includes an abstraction layer which effectively hides the platform and operating system specific source code allowing developers to write all graphics code once and run on any PowerVR enabled mobile platform.

Documentation

Detailed documentation including: usage guide, PowerVR technology overview, Khronos articles, utility documentation and PowerVR effect file (PFX) file-format description.

Other Documentation

PowerVR SGX 3D Application Development Recommendations
This document provides an initial introduction to developing 3D applications for PowerVR SGX platforms by providing a number of golden rules to obtain high-quality and high-performance 3D graphics. Additionally, in-depth performance recommendations are offered and porting guides from PC/console - hardware (HW) or software (SW) 3D engines - to PowerVR SGX are also included. Finally various online resources and contact details are provided.

Tools Library

A collection of valuable helper functions for OpenGL ES application development including:

  • Fixed-point arithmetic support
  • Optimised matrix and trigonometric maths support
  • POD file geometry and animation loading support
  • PFX file effect loading support
  • PVR file texture loading support
  • Print3D for rendering 2D text on-screen
  • Software bounding box/transform library
  • Tangent-space generation



Press Contact
If you have any enquiries or require support on any of our POWERVR graphics SDK:

Check out the
PowerVR FAQ

PowerVR SDK Docs

E-mail Devtech Support devtech@imgtec.com