MicroGL : An Opengl-ES Implementation
We are a high-end intelligent agent software manufacturer and we have recently decided to relinquish our graphics development efforts as we are engaging in a major new enterprise effort in our principle line of business. Therefore, we now offer, for mutual benefit and with mutual terms of acquisition, our MicroGLTM library, as described below, as well as the web-site, www.microgl.com to provide a complete implementation providing first-mover advantage in the highly competitive market space for embedded graphics.
MicroGLTM is an OpenGL-ES software library designed to deliver high-performance graphics on low-performance embedded-platforms with little processing and low-power consumption requirement. MicroGLTM offers the OpenGL-ES implementation, but with one important distinction: MicroGLTM runs extremely fast (patents are in progress), by an order of magnitude over current software implementation (comparison was made against systems such as Mesa).
We are currently porting QuakeTM (a well known game from Id Software, the trademark holder and owner of QuakeTM) to a handheld device using MicroGL. The integration of MicroGL into a platform would enable other 3D graphics intensive gaming to become the standard for handheld devices.
MicroGLTM uses an entirely new mathematical encoding of graphics operations to go beyond the speed of traditional integer methods. High visual quality is available without consuming significant numbers of processor clock cycles. MicroGLTM uses this new mathematical basis to outperform competitive products on the same processor.
MicroGLTM inherent platform independence, combined with MicroGLTM miniature footprint and performance enhancement capabilities, would create an un***ailable advantage in the area of handheld gaming.
This library is under 64K when compiled using GCC, which makes it suitable for even the smallest platforms. Applications that use MicroGLTM are often even smaller than 50K because, in most applications, only a small subset of the OpenGL-ES API is used and other unused calls are not compiled into the executable, if necessary (as in instrumentation-windows where texture-mapped gaming graphics is not of any value).
MicroGLTM implements all OpenGL-ES features except Query – in progress.
MicroGLTM can be made even smaller for very specialized applications. This combination of miniaturization, speed, performance, high visual quality and standards-based compatibility is an unbeatable edge in a highly competitive marketplace.
Representation and Information
The company is not named for reasons of privacy, however, there are no entanglements or encumbrances to the software.
Internal Counsel: Neil Reizman, MBA, JD, email@example.com
Arun Majumdar: firstname.lastname@example.org
Law Firm of Hogan & Hartson L.L.P, Washington, DC: www.hhlaw.com
Interested parties, please contact Neil or Arun via email.