Its there, the first real OpenGL ES 2.0 demo! Some of you may know already my Tigre Engine. The last few day I started to add OpenGl ES 2.0 support and below are the first results. I'll publish all the code as soon as its 100% ready, if you can't wait you should have a look at the current engine at my page, with full source code and a lot of demo applications.
To the demo itself: It shows a very simple phong shader applied to different meshes. If your device has a gsensor, then you can spin around the camera by rotating your device. I've tested the demo with my HD2 and got a bit more than 50 FPS, which is realy god (but remember, its only a prototype and I have a lot of ideas how to improve the performance)
The second demo is available now! It shows some more advanced effects such as diffuse mapping and normal mapping combined with phong specular lighting. You can switch between those effects and use the g-sensor to rotate the eye or you can rotate it freely with your fingers.
Requirements:
- .net 3.5 runtime
- windows mobile 5,6,6.1,6.5 or 6.5.3
- opengl 2.0 with shader compiler and 1.x support
supported devices:
HTC HD2, HTC HD Mini, Toshiba T01, Acer Neotouch
not supported devices (there are lot of demos on my page that work with this devices, but not opengl 2 demos):
HTC HD, Diamond, Diamond 2, Touch Pro, Touch Pro2
devices that support opengl es 2.0 but does not fulfill all requirements (those will be supported soon):
Omnia II, F900
Download (look for "Tigre Gl2 Test" and for "Tigre Demo Suite 2.0" for the eye)
The updated engine is not yet released, but this article explains how open gl es 2.0 works and how it can be used with the upcoming update:
Basics of OpenGl ES 2.0 and how to use it with Tigre
PS: Why is ogles 1.x required? Ogles 2.0 does offer nothing to do all the required matrix transformation stuff. So I simply decided to use that functionality from ogles 1.x, but omnia II users don't worry, there will be a cpu based transformation too!
To the demo itself: It shows a very simple phong shader applied to different meshes. If your device has a gsensor, then you can spin around the camera by rotating your device. I've tested the demo with my HD2 and got a bit more than 50 FPS, which is realy god (but remember, its only a prototype and I have a lot of ideas how to improve the performance)
The second demo is available now! It shows some more advanced effects such as diffuse mapping and normal mapping combined with phong specular lighting. You can switch between those effects and use the g-sensor to rotate the eye or you can rotate it freely with your fingers.
Requirements:
- .net 3.5 runtime
- windows mobile 5,6,6.1,6.5 or 6.5.3
- opengl 2.0 with shader compiler and 1.x support
supported devices:
HTC HD2, HTC HD Mini, Toshiba T01, Acer Neotouch
not supported devices (there are lot of demos on my page that work with this devices, but not opengl 2 demos):
HTC HD, Diamond, Diamond 2, Touch Pro, Touch Pro2
devices that support opengl es 2.0 but does not fulfill all requirements (those will be supported soon):
Omnia II, F900
Download (look for "Tigre Gl2 Test" and for "Tigre Demo Suite 2.0" for the eye)
The updated engine is not yet released, but this article explains how open gl es 2.0 works and how it can be used with the upcoming update:
Basics of OpenGl ES 2.0 and how to use it with Tigre
PS: Why is ogles 1.x required? Ogles 2.0 does offer nothing to do all the required matrix transformation stuff. So I simply decided to use that functionality from ogles 1.x, but omnia II users don't worry, there will be a cpu based transformation too!
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