This article, the continuation of a two-part series, discusses the barriers that exist to porting OpenGL games to the Google Android platform. You should recognize these barriers before undertaking a game porting project, including differences in OpenGL extensions, floating-point support, texture compression formats, and the OpenGL Utility Library (GLU). Setting up your Android development system for Intel® Atom™ processors and getting the best possible performance from the Android virtual device emulation tools with OpenGL ES are also covered.
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.
I love ARM. Yes, I do. - Why do I work for Intel then? Because I love Intel even more. That's why I'd like to help independent software vendors to port their products from ARM to Intel Architecture. But if and only if they would like to do it.
Пару месяцев назад я писал на хабре об особенностях применении x86 в промышленных PLC.
Вчера ездил на IPC SPS Drives в Нюрнберг. Это одна из самых важных выставок промышленной автоматики и роботов. Быстренько встретился с клиентами, и пошел считать, насколько часто процессоры x86 встречаются на выставочных стендах.
Вокруг шуровали руками роботы и двигались детальки в станках и на конвейерах. И только один робот стоял неподвижно.
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.
As there are currently no public engineering devices from Intel, we will work with two images for emulated targets (Note: Please refer to http://source.android.com/source/initializing.html and http://source.android.com/source/downloading.html for the details. The pages help to resolve common problems with tools and environment. You may need to have a Google account.): the target QEMU-based emulator and the target for VirtualBox.