Timothy Miller wrote:
On 7/11/06, Lourens Veen <[EMAIL PROTECTED]> wrote:
I just stumbled across OpenVG (http://www.khronos.org/openvg/) and I
don't think it's been mentioned before on the list.
Any chance of getting some support for this into OGA1?
Do we want to support OpenVG anyway?
Possibly. We need to determine the fundamentals and see if we can
support it without modifying OGA much. I mean, if it's simple, why
not? But someone else besides me needs to do the analysis.
Shouldn't be a problem. The OpenVG specification says it is designed
to be implemented on top of OpenGL ES 1.1, which, big surprise, is
a subset of OpenGL for Embedded Systems.
Since embedded systems are a proposed market for Traversal, maybe
everyone should have a look at the OpenGL ES 1.1 specification. It's
a subset of OpenGL 1.5 with a lot of the rarely used/difficult to
implement bits left out. (There's a proposed OpenGL ES 2.x for
programmable GPUs as well, although given the zillion transistor
megawatt monsters nVidia/ATI are currently making I can't see that
happening for a few more years.)
<http://www.khronos.org/opengles/>
I've only skimmed it so far, but everything looks OK. The one
requirement that might be important to the design is a requirement
for multitexturing with two texture units.
To the "2D is all we need" types: the OpenVG spec is intended for
creating high quality 2D graphics on embedded systems, but assumes
OpenGL capable hardware, *not* X11 or Windows GDI, underneath. The
framebuffer has to have alpha blending and stencilling, all draw
ops are transformed by a matrix, images can be rescaled and blended
with OpenGL equivalent texture modes, etc.
If even mobile phone designers expect 3D hardware in their next
generation, Traversal/OGP had better provide it.
--
Hugh Fisher
DCS, ANU
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