Handling multiple APIs Tips on how to handle multiple APIs in the same engine
Posted 28 January 2010 - 03:23 PM
It's nice to see some competition in the 3d mobile space. This will guarantee that we see higher quality and improved speed of development from both Mali and ImgTec.
I would like to have some Tips on how to best handle multiple APIs like mixing OpenGL ES 2.x with OpenVG, what is Mali stance on OpenKode?
Also tips on how to best handle multiple platforms, using cmake or other tools, cross-compilation, etc... would be very appreciated.
I have not inspected the demo engine code yet. However i would like to read something (article/whitepaper) along the lines of AMDs Sushi demo engine. That is, how game engine designers should handle multiple deployment platforms and multiple APIs (DX9/OGL2.x/OGLES2.x/OpenCL)
Posted 05 February 2010 - 02:24 PM
I hope to release some more simple examples soon, and one of the planned examples is using OpenVG and OpenGL-ES 2.0 together (e.g. rendering OpenVG content into a texture which is used in an OpenGL-ES 2.0 3D scene). I will try to remember to update this thread when that happens, otherwise keep watching the Sample Code section on the Mali Developer Centre:
So far the sample code examples have been supplied to build under Cygwin using GNU make and GCC. The build system easily targets a real Mali device or the x86 Windows Mali Emulator with a simple option passed to Make.
ARM Media Processing Division
Posted 05 February 2010 - 03:02 PM
That will be excellent. A few years ago i tried to use shivaVG but could not get it to work, I also tried to use amanithVG but since it's commercial i could not use it for the project due to license incompatibilities. It's really nice to finally see all the mobile standards actually easily becoming available.
This post has been edited by DDd: 05 February 2010 - 03:02 PM