Khronos OpenGL ES 1.x SDK for PowerVR MBX & SGX
The PowerVR MBX OpenGL ES 1.x SDK is available for PC emulation and various hardware platforms (including PDAs, mobile phones and development boards) and operating systems (including WinCE 4.2, Windows Mobile 5 Smartphone & PocketPC, Linux and Symbian 9.1 & 9.2).
|Step-by-step tutorials on how to get started with Khronos OpenGL ES 1.x development:|
Basic demo which shows how to create a window which supports 3D rendering and only does a clear operation on the buffer with variable colour.
Traditional "Hello World" -style demo which explains how to render your first triangle.
Introduction to the PowerVR shell framework which handles initialization and provides a clean, easy to use environment in which to create 3D applications.
Introduction to using textures in OpenGL ES. Creates a procedural texture and applies it to a quad.
|Basic Transformations & Lighting
Illustrates the usage of a ModelView matrix for animations and vertex lighting.
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.
Introduction to handling optimised geometry through the PowerVR POD file format. Shows how to load and render POD geometry data including animations.
Demonstration of fixed function multi-texturing combining two textures in six different ways.
|Render to Texture
Demonstration of render to texture functionality through “PBuffer”-method and “Back-Buffer-Copy”-method to implement a fractal effect.
Demonstration of matrix palette functionality using data loaded from a POD file to create a skinned animation effect.
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
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 specific source code allowing developers to write all graphics code once and run on any PowerVR enabled mobile platform.
Detailed documentation including: usage guide, PowerVR technology overview, PVRTC texture compression usage guide & whitepaper and performance optimisation guidelines.
OpenGL ES Extension details including: EGL_IMG_power_management, GL_IMG_texture_compression_pvrtc, GL_IMG_texture_env_enhanced_fixed_function, GL_IMG_user_clip_plane, and GL_IMG_vertex_program.
PowerVR Technology Overview
Nowadays, most 3D graphic hardware uses the brute force approach to render polygons on screen. Tile-based rendering is an alternative 3D rendering technique that is used in PowerVR graphic chips. This document explains why tile-based rendering and its particular PowerVR implementation allow for great performance, image quality and low power consumption and why tile-based rendering is very well suited for present and future real-time 3D graphic applications in embedded systems.
PowerVR 3D Application Development Recommendations
This document provides an initial introduction to developing 3D applications for PowerVR MBX 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 MBX are also included. Finally various online resources and contact details are provided.
A collection of valuable helper functions for OpenGL ES application development including:
- Fixed-point arithmetic support
- Matrix maths
- POD file geometry loading support
- PVR file texture loading support
- Print3D for rendering 2D text on-screen
- Software bounding box/transform library
- Tangent-space generation
- OpenGL ES extension header and utility