Tag: iOS


One of the biggest contributors to bandwidth in mobile graphics is the bandwidth linked to texture mapping. This is especially true with increasing screen resolutions, as ever-higher resolution textures are required to maintain image quality, and thus ever more data is being read by the GPU. Reducing texture bandwidth and power with PVRTC and PVRTC2 Imagination recognised this fact early on. PowerVR … Continued

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GDC 2013 promises to attract over 22,500 programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games. In the coming years, the landscape of graphics is set to under-go further advances. The 27th edition of GDC will again be very mobile-oriented; its organizers have conducted a survey among more than 2,500 game … Continued

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After giving you a brief introduction to graphics development on Android and our PowerVR Graphics SDK v3.0 r2, it’s now time to make our PowerVR-based device say “Hello”! There are several ways to do this, but in our opinion there is none like a plain triangle rendered on a coloured background! For this exact purpose, the PowerVR Graphics SDK includes … Continued

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Since it first hit commercial devices in 2008, the Android Operating System (OS) has gained a significant market share and became one of the main OSes for mobile device manufacturers. A driving factor behind its dominance is the large number of applications available for it. As high-performance, low-power GPUs from Imagination’s PowerVR Series5XT graphics family have become common place in … Continued

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About the PowerVR POD format POD (the PowerVR Object Data format) is a light-weight deployment format for scene data such as meshes, animations, lights and cameras. The format was created by the PowerVR Graphics Developer Technology team to enable artists to export their assets into a container that programmers can quickly and easily import into their applications. Some of the … Continued

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