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Re: iPhone OpenGL ES



This is true of any phone and I don't see it affecting reviews. I think even naive users understand that running fancy apps will go through battery faster.


On Oct 19, 2007, at 10:42 AM, Andy O'Meara wrote:


On Oct 19, 2007, at 11:47 AM, James Milne wrote:

Lawrence E. Bakst wrote:
Now that iPhone SDK has been announced, is there any information that can be discussed here about the capabilities of the OpenGL ES on the iPhone?

Nothing has been announced, but it is basically an OpenGL ES 1.1 profile device.


Exactly. You can pretty much count on hardware R4 vertex and texture cord computation/projection and hardware accelerated texturing. The current iPhone is ARM11 based, so you'll have CPU- side floating point and decent CPU performance, but you're probably going to blow through the battery like a madman unless you perform mass computation and rendering sparingly. This all assumes, of course, that Apple decides to offer a real SDK and not some cheesy widget API, etc.


I have to imagine one of the biggest dilemmas Apple is facing is that if they offer a SDK that really opens up drawing/rendering, battery performance will fall into the toilet under any rendering- intensive app (games, etc). Then you've get every non-tech iPhone user out there badmouthing Apple when they really just don't appreciate the power the hardware consumes when the CPU and graphics hardware is fully loaded._______________________________________________
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References: 
 >iPhone OpenGL ES (From: "Lawrence E. Bakst" <email@hidden>)
 >Re: iPhone OpenGL ES (From: James Milne <email@hidden>)
 >Re: iPhone OpenGL ES (From: Andy O'Meara <email@hidden>)



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