Certainly.since it is "2.5D"
The bane of my lifewhat is open-vg ?
Ya, but the extreme rarity of vector graphics hardware is leading to using the 3d graphics pipeline to get any kind of hardware acceleration. Generally an openvg implementation on top of opengl, or hooked directly into the 3d graphics driver are the most common implementations next to pure software of course.
Well, the Bitboys OpenVG IP is now known as the "AMD Z180 Vector Graphics Core" (not sure if that's the same as G12 or not), and PowerVR is now also working on an OpenVG-only HW core: http://www.mitrax.de/?cont=comment&nid=80 (I wonder if Simon was thinking of that in his comment above, or just optimizing OpenVG on SGX... hmm! )
Well, the Bitboys OpenVG IP is now known as the "AMD Z180 Vector Graphics Core" (not sure if that's the same as G12 or not), and PowerVR is now also working on an OpenVG-only HW core: http://www.mitrax.de/?cont=comment&nid=80 (I wonder if Simon was thinking of that in his comment above, or just optimizing OpenVG on SGX... hmm! )
Some optimisation/algorithms for SGX and MBX, but my comment was more to do with http://www.khronos.org/files/openvg_1_0_1.pdf (see 185), but I'm trying to spend more time on 3D again(I wonder if Simon was thinking of that i... or just optimizing OpenVG on SGX... hmm! )
Not that I'm aware of. AFAIK, microsoft aren't contributing members to any Khronos specification. I suppose they do have Silverlight.Is there a Microsoft version of DX-VG?
haha, more question
when I go through the ovg spec, it seemed that there are no index buffer as DX.
So this implied for the ovg-hw, hw will have to dma the veretx directly.
According to that, It is not G12, as G12 did not handle reflections, nor shadow effects. (texturing with perspective correction was supported, though it was not excatly 3D chip.) Z180 seems more like to be G40 or something that came after both. (G34 with G12 integrated perhaps? G34 did not have shaders, while G40 was full blown 2.0)
Oh no! Don't open that can of worms here...Apart from Z-buffering and some other minor details you could implement most of OpenGL ES 1.1 on OpenVG anyway
Oh no! Don't open that can of worms here...