Mascot Capsule Vs. Swerve Vs. OpenGL ES. Who wins? | developer.brewmp.com Mascot Capsule Vs. Swerve Vs. OpenGL ES. Who wins? | developer.brewmp.com

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Mascot Capsule Vs. Swerve Vs. OpenGL ES. Who wins?

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These appear to be the 3 most prominently available APIs for developing 3D games under BREW. Does anyone have any postive/negative experiences using these libraries?

Although QUALCOMM is heavily promoting OpenGL ES as the 3D solution, it's not possible to use that on any commerical handsets at the moment, correct? Have they published a roadmap for how soon OpenGL ES handsets will roll out?

Are there any fees/costs associated with using either of the 3rd party extensions (MascotCapsule or Swerve?)

thanks!

The LG VX9800 (Which is currently available in North America) is a BREW 3.x device and supports OpenGL ES.
I believe there are fees for both of those extensions. Not positive though...

The LG VX9800 (Which is currently available in North America) is a BREW 3.x device and supports OpenGL ES.
I believe there are fees for both of those extensions. Not positive though...

Brian wrote:The LG VX9800 (Which is currently available in North America) is a BREW 3.x device and supports OpenGL ES.
I believe there are fees for both of those extensions. Not positive though...
thanks for the info, Brian.
I glanced over the data sheet for the VX9800 and it does list it as a BREW 3.x phone, but OpenGL ES support isn't specified.
In general, how are we supposed to find out which devices support OpenGL ES? Is there a list on the BREW developer site somewhere? Or do we just troll the developer forums hoping that someone else is kind enough to post this information?

Brian wrote:The LG VX9800 (Which is currently available in North America) is a BREW 3.x device and supports OpenGL ES.
I believe there are fees for both of those extensions. Not positive though...
thanks for the info, Brian.
I glanced over the data sheet for the VX9800 and it does list it as a BREW 3.x phone, but OpenGL ES support isn't specified.
In general, how are we supposed to find out which devices support OpenGL ES? Is there a list on the BREW developer site somewhere? Or do we just troll the developer forums hoping that someone else is kind enough to post this information?

The LG VX9800 definitely supports OpenGL ES, and includes hardware support for it. There are no fees associated with using our OpenGL ES extension.
Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
As for Swerve and Mascot Capsule, both run on top of our OpenGL ES extension when it's present (which is a good thing when there is hardware support available, since this is the only way to access it). We've worked with both Superscape and HI to optimize their engines. There are licensing fees associated with using either, and whether or not you choose to do so really comes down to whether the additional functionality they offer is worth it to you as an alternative to rolling your own.

The LG VX9800 definitely supports OpenGL ES, and includes hardware support for it. There are no fees associated with using our OpenGL ES extension.
Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
As for Swerve and Mascot Capsule, both run on top of our OpenGL ES extension when it's present (which is a good thing when there is hardware support available, since this is the only way to access it). We've worked with both Superscape and HI to optimize their engines. There are licensing fees associated with using either, and whether or not you choose to do so really comes down to whether the additional functionality they offer is worth it to you as an alternative to rolling your own.

Dave Astle wrote:The LG VX9800 definitely supports OpenGL ES, and includes hardware support for it. There are no fees associated with using our OpenGL ES extension.
Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
Hi Dave - we're developing an Open GL app for BREW. We're developing using Hybrids Gerbera on VX8000, and whatever hardware is provided elsewhere. We came across an issue where our VX8100 (software version T81VZV01) does not have built in Open GL ES, but our publisher has a VX8100 phone (software rev T81VZV04) that apparently has a Qualcomm Open GL ES version built-in (Q3Dimension MSM6500). Unless this was somehow installed by some other product, but it does answer to the BREW OpenGL ES CLSID numbers.
Do you know if some VX8100's did not have this, and some do?
It was a source of some confusion for us here since our code for VX9800 was apparently finding Open GL on this VX8100 and tripping us up!
Thanks
Steve

Dave Astle wrote:The LG VX9800 definitely supports OpenGL ES, and includes hardware support for it. There are no fees associated with using our OpenGL ES extension.
Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
Hi Dave - we're developing an Open GL app for BREW. We're developing using Hybrids Gerbera on VX8000, and whatever hardware is provided elsewhere. We came across an issue where our VX8100 (software version T81VZV01) does not have built in Open GL ES, but our publisher has a VX8100 phone (software rev T81VZV04) that apparently has a Qualcomm Open GL ES version built-in (Q3Dimension MSM6500). Unless this was somehow installed by some other product, but it does answer to the BREW OpenGL ES CLSID numbers.
Do you know if some VX8100's did not have this, and some do?
It was a source of some confusion for us here since our code for VX9800 was apparently finding Open GL on this VX8100 and tripping us up!
Thanks
Steve

officially the 8100 does not have OpenGL ES, so i wouldn't rely on it in the field

officially the 8100 does not have OpenGL ES, so i wouldn't rely on it in the field

charliex wrote:officially the 8100 does not have OpenGL ES, so i wouldn't rely on it in the field
Hi - can you point me to some sort of official statement along those lines? I was kind surprised to see that component in there (assuming it was not bolted-on afterwards).
Steve

charliex wrote:officially the 8100 does not have OpenGL ES, so i wouldn't rely on it in the field
Hi - can you point me to some sort of official statement along those lines? I was kind surprised to see that component in there (assuming it was not bolted-on afterwards).
Steve

Dave Astle wrote:Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
Hey Dave, that last msg was from way back in 2005. Since then, have we gotten anywhere with a more standardized approach to detecting OpenGL ES availability on handsets?
For others who might wanna chip in. Whats the most reliable way/hacks u guys are using to detect OpenGL ES availability?

Dave Astle wrote:Determining OpenGL ES availability on handsets is definitely an issue, and we are working on addressing it. Currently, it's difficult even for us (the graphics team in QCT) to find out which handsets support it. Handset manufacturers and carriers don't list it as a line item on their spec sheets. Our product managers and marketing people are working with them to change this.
Hey Dave, that last msg was from way back in 2005. Since then, have we gotten anywhere with a more standardized approach to detecting OpenGL ES availability on handsets?
For others who might wanna chip in. Whats the most reliable way/hacks u guys are using to detect OpenGL ES availability?

The BREW way would be something like this:
if (ISHELL_CreateInstance(pIShell, AEECLSID_QEGL, (void **)&pIQEGL) != SUCCESS)
{
return FAILURE_TO_COMMUNICATE;

if (ISHELL_CreateInstance(pIShell, AEECLSID_EGL, (void **)&pIEGL) != SUCCESS)
{
return FAILURE_TO_COMMUNICATE;

and check the following interface:
IEGL10_QueryInterface(pIQEGL, AEEIID_GLES10, (void **)&pIGLES10);
These will initialize the BREW interface to get access to the OpenGL ES functions.
That's a good start.

The BREW way would be something like this:
if (ISHELL_CreateInstance(pIShell, AEECLSID_QEGL, (void **)&pIQEGL) != SUCCESS)
{
return FAILURE_TO_COMMUNICATE;

if (ISHELL_CreateInstance(pIShell, AEECLSID_EGL, (void **)&pIEGL) != SUCCESS)
{
return FAILURE_TO_COMMUNICATE;

and check the following interface:
IEGL10_QueryInterface(pIQEGL, AEEIID_GLES10, (void **)&pIGLES10);
These will initialize the BREW interface to get access to the OpenGL ES functions.
That's a good start.