Great opportunity exists in porting games and other applications that make extensive use of 3D graphics through OpenGL standards to Google Android devices, including those built on the Intel® Atom™ microarchitecture because of the availability of games, game engines, and other legacy software based on OpenGL; the portability that OpenGL provides; and Android’s evolving support for OpenGL ES and C/C++. Many OpenGL-based game titles and engines are even available as open source, like Id Software’s Quake series.
Salve a tutti,
è onore mio, di Community Manager di IDZ (Intel® Developer Zone™) per l'Italia, darvi il benvenuto nel nuovo portale dedicato a tutto il mondo software su architetture Intel.
This is an online version of Intel Press Book: An Introduction... Intel for Android* Developers. Engineers from different Intel teams including Mobile Computing, Android* OS, Development Tools and Software and Services as well as subject experts from outside Intel contributed to this series of Intel for Android* Developer Learning. There are also new sessions that are on working in process and will be avaialbe to Intel Android* community (http://software.intel.com/en-us/android/) in near future:
The standard API for 3D graphics on Android is OpenGL ES, which is the most widely used 3D graphics API on all mobile devices today. Android uses OpenGL ES to accelerate both 2D and 3D graphics. In early releases of Android, OpenGL ES acceleration was somewhat optional, but as Android has evolved and screen sizes have grown, accelerated OpenGL ES has become an essential part of the Android graphics system.
Scalable Vector Graphics* (SVG) is a family of specifications of an XML-based file format for two-dimensional vector graphics, both static and dynamic (that is, interactive or animated), text or embedded raster graphics. The SVG specification is a royalty-free vendor-neutral open standard that has been under development by the World Wide Web Consortium* (W3C) since 1999.
The answer is "almost". There are two types of bugs: Reliability and Usability.
There are so many examples of applications using pre-processing strategy that it is trivial. For example using a webcam we often find the device driver doing some software adjustments and corrections such as white balancing. Too often we find devices using software features. Other examples would be in a pipeline and User Interfaces. When it comes to UI we already learned to fill the list when the user clicks the drop-down, so only when the user really wants to use the list we will "pay" for the data.