HW accelerated embedded and mobile devices with OpenGL ES can to a certain extent do procedural textures and geometry which can cut bandwith requirements a lot.
-Mats Siterer Peter Amstutz <[EMAIL PROTECTED]>: > I'm less concerned about scaling down to old hardware platforms, since > there's a reason why that hardware was replaced to begin with. However, > scaling down to embedded and mobile devices is important. I think that > bandwidth requirements are probably the biggest restriction on what a > mobile device can do, embedded CPUs are getting faster and memory is > getting bigger, but in terms of data most cellular connections are like > sipping through a straw. > > The critical ability here is to negotiate with the server to determine > bandwidth requirements, and be able to streamline the exchange so that > the lightweight client can directly access the data it wants and not > have to wade through kilobytes and megabytes of useless crap. For > example, the problem cell phones suck at viewing web pages is partly > because they might have to download 50k of HTML before it can boil it > down to a format suitable for the small screen. > _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d