Programmable shaders in OpenGL ES 2.0

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CIOL Bureau
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LOS ANGELES: Ushering in a new era of photo-realism to the handheld development community, the new OpenGL ES 2.0 standard promises to revolutionize the handheld segment. Having led the industry with its Imageon technology, ATI Technologies Inc. will be working closely with developers to maximize the functionality of its hardware with this new API.

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With the introduction of programmable shaders in OpenGL ES 2.0, the industry is poised for an explosion of compelling new content much like was developed following the introduction of kind of functionality for the PC. By continuing to work in tandem with developers ATI is ensuring that end users can experience all that Imageon technology has to offer in image quality, performance and realism.

"As multimedia accelerators for handheld devices have become increasingly powerful, more and more information and work can be processed while dissipating a minimum amount of power," said Neal Robison, Director, ISV Relations, ATI. "The beauty of OpenGL ES is that by leveraging the graphics processor, developers can have the flexibility of programming their own shaders to create the kinds of effects that until now end users could only experience on their PCs."

"The programmable shaders that OpenGL ES 2.0 introduces give game developers a whole new level of control of the rendering pipeline and is an important step in the continued evolution of mobile 3D graphics. Fathammer is delighted to join ATI in support for this important mobile graphics standard," said Petrus Lundqvist, CTO, Fathammer.

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"OpenGL ES 2.0 is the best graphics platform available and Hudson is embracing it today," explained John Greiner, President, Hudson Entertainment. "The programmable shaders, yet another superb feature, are especially helpful for cutting edge weather effects or water animations."

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