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Re: iPhone OpenGL ES



Right and games will probably be the top selling titles for an phone.

leb


At 10:47 AM -0700 10/19/07, John Stiles wrote:
>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>)
 >Re: iPhone OpenGL ES (From: John Stiles <email@hidden>)



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