Hey folks!
Yesterday I got my HD2. And since I'm a game programmer (only PC so far) I'd like to start coding for my new device
The problem I'm facing now is which graphics API to use. I've read about the following:
GDI
GDI+
OpenGL ES 1.0
OpenGL ES 2.0
DirectX
Based on your experience which one is the way to go? Which one works best on the HD2?
Thanks for your Input!
GLES 1.x implementation is very poor on HD2, it's been mentioned elsewhere that for D3D they're using a MS reference driver (it's not even hardware accelerated), so I guess GLES 2.0 should be the best option.
OK thanks. Two questions remain:
OpenGL ES 2.0 isn't backwards compatible to older devices, right?
Where can I find the OpenGL ES 2.0 SDK for windows mobile? (Google didn't turn up anything)
1. Right. 2.0 has some "programmable shaders" as opposed to "fixed pipelines" or some such nonsense. No idea what that means, I'm not a game developer by any stretch.
2. No idea, sorry.
No one knows where to find the OpenGL ES 2.0 SDK? C'mon guys!
http://forum.xda-developers.com/showthread.php?t=589550
Here's where 3D Minded HD2 users flock together. It's a 3D demo competion, just
starting up. I'm sure together with some more people we can bring the tools and
experience together, and make something nice
Related
Hello folks,
This is my first post here. First I want to say thanks to the community at large here for the wealth of information that can be found here on the forums and wikis. You guys have made my HTC Advantage x7501 that much more valuable and entertaining for me!
My question is about SNES and NES emulation for the Advantage (or Ameo or Athena). I have read the wiki articles on SNES and NES emulators, and I have tried a number of the programs, but so far I haven't been very successful. There seem to be so many options out there, and a lot of the links and information is old or no longer valid (I can't find Tala's OpenGL SNES emulator to try it out, for instance).
If you have a SNES or NES emulator that work for you on your device, which one is it and what settings do you use?
I have tried these ones, to varying degrees of success:
-SNES-
n0p's PocketSNES: freezes up on me, seems unable to load a ROM
SNES9xJ4u: was able to change menus from Japanese to English, but I can't get a good picture. It loads portrait style, but not in a usable way (really small, picture garbled a little). On the plus side, it is REALLY fast.
-NES-
PocketNester: I've had the most success with this one. I can get games going in portrait, looking good. Button/key-mapping is really weird, it seems that PocketNester remaps it automatically in some weird fashion. Landscape would be nice.
PocketNesterPlus: For whatever reason I can't see all of the menus to change options or key-mapping. I can't use the scroll bar. Without being able to map keys or fiddle with graphics, I haven't been able to use this one. I really wish I could, because landscape would be sweet.
SmartGear: This one runs fast. Really fast. But the graphics are way off and I can't adjust them. It runs just a tiny box in portrait.
Lastly, I should note that I have tried and love ScummVM. If you're a fan of those old school games try it out! Monkey Island, baby.
maybe u shud try morphgear
Yeah, Morphgear is the one of the few that I haven't tried yet. I have to admit that I was hoping for a free solution, but I'll give it a shot and reply back with my experience.
Have you tried Morphgear on the Advantage?
I tried Morphgear, with the SNES plugin, and it looks very hopeful! I can get it to work in landscape at a good speed.
I'm still working on getting the keymapping right, and so far I haven't been able to get sound working. I'll let you know if I am able to get it going right.
Anyone happen to know where I can find a working link to Tala's OpenGL SNES emulator? If so, can you point me in the right direction? I'm not sure how it would work on my Advantage, but I'd like to give it a shot.
OpenGL On the Advantage/AMEO
I to have been trying to find an OpenGL driver for this phone for three days solid but I am pretty sure that it is not possible due to, if I remember correctly back in the day HTC crippled this functionality which led to talk up a clash action suit in the States for this and other HTC phones that doesn't support 3-D acceleration, or did I just dream that scenario?
As I have left this issue for over two years before searching a couple of days ago I was hoping that somebody in development in this forum would have found a way to get round this problem but last I think this phones development days are numbered, sadly.
There is nothing when you do a Google search and when you do a search in this forum you get the three results including this thread. I believe this thread answers our question, http://forum.xda-developers.com/showthread.php?t=670429&highlight=OpenGL
"HTC Sense uses opengl and it cannot run smoothly without a hardware accelerated opengl driver for the device.
As far as there is no hw opengl driver for Athena devices you won't see any ROM with Sense on Athena."
Such a shame as this phone with its fast CPU backing the day would have been awesome with 3-D acceleration.
optical10 said:
I to have been trying to find an OpenGL driver for this phone for three days solid but I am pretty sure that it is not possible due to...........
Click to expand...
Click to collapse
I might have spoken too soon, I found this suggestion:
"Vincent ES 1.x is a 3D rendering library based on the OpenGL (R) ES 1.1 API specification (Common Lite) for embedded devices." http://sourceforge.net/projects/ogl-es/
,which worked okay but not brilliant for the Throttle Launcher Theme application. anyway it's a start and may be will be good enough for 3-D gamig on the advantage, see what you think.
I have no emulators to try it on but the instructions seemed to be drop it in the folder of the application you are using and it is detected so maybe you can see if it speeds up the emulator rendering?
Cheers
I am working on map/gps/navigation app using J2ME. I would like to make this app so great that it would replace Google Maps in daily usage for me. The main problem is graphic performance on Windows Mobile with WVGA screen. It is a university project and at this moment I cannot switch from Java to anything else. What I can do is reuse the code to make several versions for different runtime environments.
I have been searching for an working environment that would be able to run Java code using hardware acceleration on Windows Mobile. So far I have found only two solutions: MySaifu that supports Java3D and J9 that has JNI and theoretically could run OpenGL. I failed to find any J2ME virtual machine supporting hardware accelerated M3G (JSR-184) or OpenGL binding (JSR-239) that runs on WM.
MySaifu is incredibly unstable and I could not make it run any of 3d samples on HTC blackstone. J9 seems to lack an OpenGL wrapper at the moment. I think it would be relatively feasible to make a wrapper, esspecially using existing code from LWJGL or JOGL. I know that JBlend supports M3G but it does it software wise and performance is too low.
I would like to ask the XDA community: do you know any Java VM that supports hardware acceleration on Windows Mobile? Is there another way to approach my problem?
Thanks in advance,
dwaradzyn
The snapdragon 1 GHz QSD8250B has received a lot of criticism for an alleged lack of OpenGL ES 2.0 support. It looks like it is fully supported.
From http://www.winmo.nl/review-htc-hd2/ ;
Processor
The HTC HD2 is in many ways a revolutionary Windows phone.
One of his arrow that points the first HTC smartphone to the much debated Qualcomm Snapdragon processor (the first Windows phone with this processor, the Toshiba TG01).
The Snap Dragon, with the model number is actually 1 GHz QSD8250B fast and runs like a top.
Also, the Snap Dragon on a graphics controller with its own memory and supports OpenGL ES 2.0.
OpenGL ES 2.0 is currently the most advanced technology for 3D graphics on a smartphone.
HTC HD2 and there is good use of his Sense HTC user interface (see below).
google translation link:
http://translate.google.co.uk/trans...nl/review-htc-hd2/&sl=nl&tl=en&hl=en&ie=UTF-8
I don't think there was really any doubt that the hardware supports it. The Qualcomm Snapdragon hardware itself certainly supports OpenGL ES 2.0.
The problem is the software. It's not just a matter of drivers. It's the fact that WM 6.5 doesn't support OpenGL ES 2.0. Nobody has actually written an OpenGL ES 2.0 stack for WM as far as I can tell.
Sc4Freak said:
I don't think there was really any doubt that the hardware supports it. The Qualcomm Snapdragon hardware itself certainly supports OpenGL ES 2.0.
The problem is the software. It's not just a matter of drivers. It's the fact that WM 6.5 doesn't support OpenGL ES 2.0. Nobody has actually written an OpenGL ES 2.0 stack for WM as far as I can tell.
Click to expand...
Click to collapse
WM doesn't make any OpenGLES calls, since it's a fairly hardware independent OS.
There is a libglesv2_CM.dll file in OEMDrivers, which is OpenGLES2.0, and I will at some point write a dummy lib so we can develop for it.
l3v5y said:
There is a libglesv2_CM.dll file in OEMDrivers, which is OpenGLES2.0, and I will at some point write a dummy lib so we can develop for it.
Click to expand...
Click to collapse
Any progress regarding this? I've been looking everywhere for OpenGL ES 2.0 headers and libraries for Windows Mobile but none seem to exist...
vonolsson said:
Any progress regarding this? I've been looking everywhere for OpenGL ES 2.0 headers and libraries for Windows Mobile but none seem to exist...
Click to expand...
Click to collapse
OpenGLES 2.0 headers and libs
well, i´m working in an application for windows mobile 6.1 (for personnal use) using visual basic .net. but in this platform is very limited. so i can´t do many things as in the win32. but i seen from my phone (htc touch pro, windows mobile 6.1 phone edition) graphics, and innovations that i really want to put in my application.
as 1,2,3, pages of transparent background, animation, programs launcher style.
any help, to guide me in wich lenguage i have to learn, and wich technology to use as (opengl es, directx, gdi+).
thanks.
If you want to make rich-client application with advanced effects, you should stick with DirectX or OpenGL ES.
For OpenGL ES there is a good framework
http://silvermoon.codeplex.com/
If you want to make it on top of GDI+, there is a catch. No native png alpha channel (only available via COM object).
AlphaBlend via WINAPI.
But it does consume more memmory, and does not have hardware acceleration.
If your main target is phone with HTC Sence/Manila 3d, you can use Sence UI. There is some sort of SDK for it. It would save you some time
I didn't want to post this on the ROM dev forum 'cos strictly speaking it's not NOT dev
I've started tinkering with development and am a capable .net developer, so that's not the issue. The problem I have is with the device emulators you get at part of the windows mobile sdk - the 320x240 resolution is a far cry from that of the HD2's screen and wondered what the typical solution for developing full screen apps (i.e. not form-based) are and how to work around the emulation limitations?
Ideally I'd want to emulate the full HD2 screen size. Is that possible?
deviruchii said:
I didn't want to post this on the ROM dev forum 'cos strictly speaking it's not NOT dev
I've started tinkering with development and am a capable .net developer, so that's not the issue. The problem I have is with the device emulators you get at part of the windows mobile sdk - the 320x240 resolution is a far cry from that of the HD2's screen and wondered what the typical solution for developing full screen apps (i.e. not form-based) are and how to work around the emulation limitations?
Ideally I'd want to emulate the full HD2 screen size. Is that possible?
Click to expand...
Click to collapse
Have you downloaded the WM6 SDK? That comes with some larger emulators, although there isn't a WVGA one included (I have seen one though, so a bit of googling might help with a WVGA emulator). I generally build stuff then copy if to my device and run it from there. It's a bit long-winded, but I'm not an emulator fan (except for fpsece, of course )
http://www.microsoft.com/downloads/...3A-A651-4745-88EF-3D48091A390B&displaylang=en
My experience with Visual studio under WM is limited to one "hello world"-type app, but if there is one thing that struck me it's how well the IDE would integrate with the target - i.e connect your WM device to the PC through ActiveSync, VS recognises it, and you can directly do live debugging right on the hardware. Click "play" in VS, it automatically builds, uploads to the device and runs, with breakpoint support, etc...
So if you actually have the device, no need for an emulator. If not - well yes, that makes sense then
I use the emulator for the X1.... OK so it looks like an X1 on screen but it gives you the 800x400 resolution in the emulator... you can download it from here....
http://developer.sonyericsson.com/cws/devworld/technology/windows-mobile/xperia-x2
I think that its been updated now for the X2... but that has the same screen resolution...
You do get a lot of stuff included for the X1 but... let me know how you get on...
Regards,
Alan
Here you go mate. The 6.5 SDK has WVGA emulators in it...
http://www.microsoft.com/downloads/...1d-97a8-4f80-bc6a-ae010e085a6e&displaylang=en