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IntroductionSeveral years ago, as part of a big project to replace an aging graph/chart viewer, I wrote a really neat 3D renderer. The idea was the new graph viewer would be built on the renderer and allow viewing of proper 3D charts, with all the nice bits like a perspective transformation and light sources. This all turned out well, and the renderer allowed different implementations to be plugged in (abstracted behind generic COM interfaces). Around that time 3D graphics were a bit of a hobby of mine (Direct3D 3 was current, and times were grim). After a long night drinking Pan-Galactic Gargle Blasters I worked out how to write a scan-line 'display list' renderer (if you've ever looked into how the old PowerVR hardware works, the concept was similar). All this was written in Delphi, and as the years (and employers) passed I pondered writing a hobby version in C++, and later C#. DirectX was evolving rapidly though, so there didn't seem much point writing a PC version, particularly since I'd never bothered to work out how to apply textures or alpha blending to surfaces (well I knew how, but never had time). A couple of days ago I had the crazy idea of making a PocketPC version, and here it is! Background / ImplementationThis is a mixture of a few different projects ported to the Compact Framework:
Points of InterestThe porting only took a few hours (spread over a couple of days). The first bit was converting the old Delphi renderer into C# (using the full .NET Framework as it's quicker/easier to debug). I tied this together with bits of old half-completed hobby projects. Obviously the Compact Framework gets kicks out of throwing some spanners in the works:
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