Tag Archives | developers

PowerBox is a simple home automation system that uses FlowCloud

        

These blog articles explore the potential of FlowCloud by offering several real-world examples, from home automation systems or healthcare to fully-fledged music subscription services. One of the simplest applications of FlowCloud is found within the Connected Home; essentially this is focused on adding connectivity, monitoring and control to passive devices, previously unable to be operated […]

Continue Reading 0

What is FlowCloud?

       

During the Imagination Summit in Santa Clara we’ve announced that we are making our innovative FlowCloud technology more easily available to developers, including the maker community, hobbyists and students, so that our ecosystem can speed application development for the Internet of Things (IoT). But what is FlowCloud and how can developers use it for IoT […]

Continue Reading 0

FlowCloud IoT and cloud technology emerges in a world of challenges

       

We’re at the beginning of a new technological revolution: an era where thousands of hitherto disparate and unrelated devices will become connected and able to share information via cloud-based services. Imagine a world where your tablet is automatically populated with the latest movies, simply because you placed a diary entry into your smartphone indicating you […]

Continue Reading 0

Mastering regular expression searches inside PVRTraceGUI

    

As part of our PowerVR SDK v3.3 development, we chose to refine navigation in PVRTraceGUI – our OpenGL ES analysis utility. This work consisted of many minor tweaks to simplify the interface. It also included a bigger change – a brand new search engine. One of the most important features of the new, streamlined Find […]

Continue Reading 0

PowerVR Graphics SDK v3.3 is live, brings OpenGL ES 3.1 support

      

The first PowerVR SDK of 2014 (PowerVR Graphics SDK v3.3) is here, and brings with it a variety of improvements for our utilities. Key features include support for OpenGL® ES 3.1 in PVRVFrame emulation libraries, PVRTrace recording for Android 4.4 KitKat, the implementation of a new Monitor window in PVRTune, and a complete review and […]

Continue Reading 1

OpenGL ES 3.1 goes official at GDC 2014

             

PowerVR Rogue GPUs already running demos of the latest mobile API at GDC 2014 Almost two years after revealing their last major revision to the mobile-oriented OpenGL® ES graphics API, the Khronos Group is ready to unveil a brand new upgrade to the specification aimed at bringing a selection of desktop-level yet power efficient features […]

Continue Reading 4

PowerVR Graphics SDK tools explained: PVRTune GUI basics

       

This blog post is about the PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. Here I am going to cover the basics of the PVRTune GUI. The first blog post of this series can be found here: PowerVR Graphics SDK tools explained: Profiling a render with PVRTune. Connection box Placed […]

Continue Reading 0

PowerVR Graphics SDK tools explained: Profiling a render with PVRTune

     

This blog post is about PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. PVRTune collects performance data in real-time to get a very detailed view of what is the GPU doing (again, in real time). This helps you identify the bottlenecks in your render, regardless of how obscure they might […]

Continue Reading 1

PowerVR Rogue GPUs set to deliver next-gen graphics and compute with new OpenGL ES Next API

           

2014 is gearing up to be an exciting year for CES. In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. OpenGL ES Next is compatible with all PowerVR […]

Continue Reading 10

Understanding OpenGL ES: Multi-thread and multi-window rendering

     

As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand for complex interactions with the graphics driver has increased. In this blog post, I’ll discuss what multi-thread and multi-window rendering means to developers, and I’ll describe if and when these […]

Continue Reading 6