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June 14, 2006 |
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Imagination Technologies and Sony Ericsson have released the first version of their OpenGL ES 1.1 SDK for UIQ 3 using Symbian OS This new SDK helps developers create compelling 3D graphics for mobile games and content, taking full advantage of Imagination Technologies' PowerVR MBX Lite based 3D hardware acceleration included in the Sony Ericsson P990, M600 and W950 UIQ 3-based phones. Sony Ericsson Developer World is supporting registered community members in this new area with a new OpenGL ES discussion forum. |
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The OpenGL ES 1.1 SDK integrates seamlessly with the UIQ 3 SDK (available from UIQ Technology's Developer Website) and includes all the tools, technical documentation, white papers, problem solving tips and tricks, FAQs, tutorials and sample programs required to enable advanced mobile 3D graphics. |
Download OpenGL ES 1.1 SDK here>>
Documentation
Extensive documentation including Getting Started Guide, Performance Recommendations, Porting Guide, Texture Compression Guide, and OpenGL ES 1.1 extension details.
Utilities
The SDK contains various utilities to help developers create exciting 3D content including a Texture Compression Tool which enables texture data to be compressed down to 2 or 4 bits per pixel using the PowerVR Texture Compression formats and an optimised 3DSMax Geometry Exporter. 

Tutorials
A collection of tutorials is included in the SDK to help developers get started using the OpenGL ES 1.1 API:
1. Initialization
Basic demo which shows how to create a window which supports 3D rendering and only does a clear operation on the buffer with variable color.2. Hello Triangle
Traditional "Hello World"-style demo which explains how to render your first triangle.3. Introducing PVRShell
Introduction to the PowerVR Shell Framework which handles all the initializations and provides developers with a clean and easy to use environment to create 3D applications. This framework simplifies 3D applications to only five key functions: InitApplication (once only initialisations), InitView (once per context initializations), RenderScene (all the actual 3D drawing), ReleaseView (opposite of InitView) and QuitApplication (opposite of InitApplication).4. Basic Texturing
Introduction to using Textures in OpenGL ES. Creates a procedural texture and applies it to a quad.5. Basic Transform and Lighting
Introduction to using OpenGL ES Transformations and Lighting. Illustrates the usage of a ModelView Matrix for animations and Vertex Lighting.6. 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.7. Introducing POD
Introduction to handling optimised geometry through the PowerVR POD File Format. Shows how to load and render POD Geometry Data including animations.
Tools Library
The SDK Tools Library contains valuable functions to help developers deal with commonly required functionality including Texture Loading, Matrix Operations, Geometry Loading, On-screen Text, and much more.
Shell Framework
The SDK Shell Framework hides all the initialization code and provides an easy-to-use framework for the developer community.
Demonstrations
The SDK also includes a collection of complex examples with full source code explaining how to achieve various advanced 3D effects including:
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Binaries
A separate directory contains binary SIS files for all the SDK Tutorials and Demonstrations which can directly be installed onto the Sony Ericsson P990, M600 and W950.
More information:
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