[App + Src + Game] Test OpenGL and OpenVG performance; Game using OpenGL - Windows Mobile Software Development

Test OpenGL performs different tests to show the 3d rendering performance on PPCs. It cycles through all tests by rendering 500 frames.
The tests are:
1 alpha texture: eight textured (128x256 RGBA) rotating rectangles with alpha testing
2 torus light: torus with 3k triangles and one lightsource (visual glitches)
3 color blending: blending of four rectangles and a 256x256 texture
4 sub texture: copy a 15x15 rgba texture into a 128x128 rgba texture
Currently, there are discussions on different drivers.
The images show the four test results on a HTC Touch HD (Blackstone) running the latest official HTC ROM.
Please post your frame rates and the model/ROM running this test.
More tests to come.
----------------Updates-----------------
18 January 2010
print information about available hardware acceleration in OpenVG post #47
17 January 2010
added TestOpenGLVGResolutionHD2.cab to test OpenVG on new devices like HD2 post #47
5 November 2009
Watch the test running on a HTC HD and a HTC HD2! video
10 August 2009
different resolutions test added post #47
24 June 2009
OpenVG test added post #33
17 May 2009
OpenGL game 'Lights On' added
Turn all tiles from black to yellow. Clicking on a tile turns it and all its adjacent neighbours (up/down/left/right)
It starts with a 2x2 grid and automatically grows after completion.
Anybody solved the 6x6 grid?
09 May 2009
source code released (C# .net cf 2.0)
to add a new test add a new class (in namespace OpenGLTest), implement IOpenGLTest and add a new instance to the list _openglTests in MainForm.InitGL().
To run the app in the emulator copy the file libGLES_CM.dll (software implementation) to /windows or the deployment directory of the emulator (not on the device!).
The managed OpenGL ES wrapper, Font and Texture classes are from here.
The Blackstone texture is a print screen of the xda main page (with additional alpha layer)
The text texture is out of one of the OpenGL ES specs
08 May 2009
more accurate performance measurement (taking screen size into account)
show report when closing the test (performance and OpengGL ES information)
02 May 2009
initial version

says its unable to choose config. anyone know why

Hi there, I am using a Diamond with my favourite rom Vic 3.4, 3.7 is old but for me this was best, I have pissed about a bit with some of the the ati drivers found in the thread linked above and these are my scores coresponding to your screenies.
1:68
2:21
3:78
4:49

incubus26jc, you'll need libgles_cm.dll in the /windows directory. Try to find the one for your device.
uniqueboy, not bad

current results on Blackstone (stock rom)
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
30340 kPixels/s
torus (3k triangles) one light
6272 kPixels/s
color blending
31498 kPixels/s
sub texture (128x128 15x15)
10762 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

mine result without any graphic performance dll added.
HD English stock rom
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
20260 kPixels/s
torus (3k triangles) one light
5683 kPixels/s
color blending
24444 kPixels/s
sub texture (128x128 15x15)
10449 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

Any source code available?

source code released!

When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.

SE X1
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
24313 kPixels/s
torus (3k triangles) one light
7374 kPixels/s
color blending
24279 kPixels/s
sub texture (128x128 15x15)
11585 kPixels/s

shadowmike said:
When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.
Click to expand...
Click to collapse
Yes, it uses the current screen size. It takes the average fps after rendering 50 frames and multiplies it by the number of pixels (screen size width x height).

heliosdev said:
source code released!
Click to expand...
Click to collapse
Thanks! I'll see if I have the time to produce a C++ optimized version.
Minor improvements I can suggest for the torus test.

heliosdev, do You use diffrent thread for pixels/s counter?
I have made this test and each time the result label changed I got a little slowdown.
I tried it on XDA Atom Life with software rendering (it works on devices without gfx accelerator ) and got those results:
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
1128 kPixels/s
torus (3k triangles) one light
666 kPixels/s
color blending
1039 kPixels/s
sub texture (128x128 15x15)
954 kPixels/s
OpengGL ES info
--------------------------------
Vendor
Hans-Martin Will
Version
OpenGL ES-CL 1.1
Renderer
Software
Extensions
GL_OES_fixed_point
GL_OES_single_precision
GL_OES_read_format
GL_OES_query_matrix
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_compressed_paletted_texture

No threading. It's because of (slow) software rendering. As I'm updating the performance number every 50 frames you don't see the 'slowdown' during these 50 frames because the number doesn't change!
Btw, looking at your results, also in software rendering the torus test is the evil one!

Yeah, torus test is a masacre for my 640MHz XScale CPU alone .
I'm waiting for GSmart S1204. When it will appear my benchmark will be simillar to that of Diamond (I hope).

Code:
Results
--------------------------------
alpha texture (128x256 rgba)
25128 kPixels/s
torus (3k triangles) one light
4701 kPixels/s
color blending
27114 kPixels/s
sub texture (128x128 15x15)
9299 kPixels/s
OpengGL ES info
--------------------------------
Running on my HD with OpenVG driver, without ATI driver.
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
25630 kPixels/s
torus (3k triangles) one light
4793 kPixels/s
color blending
27267 kPixels/s
sub texture (128x128 15x15)
9300 kPixels/s
OpengGL ES info
--------------------------------
Running on my HD with OpenVG and ATI driver.

Running Juicy7 090512 (WM6.5 build21222)
Results
--------------------------------
alpha texture (128x256 rgba)
24159 kPixels/s
torus (3k triangles) one light
6188 kPixels/s
color blending
22541 kPixels/s
sub texture (128x128 15x15)
12201 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

Added a small game using OpenGL.

Thanks for the game I will be playing it shortly, 6x6, bah I hope to do better than that!

HTC Touch Diamond2 (Default ROM, German)
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
20323 kPixels/s
torus (3k triangles) one light
8422 kPixels/s
color blending
19615 kPixels/s
sub texture (128x128 15x15)
12010 kPixels/s
OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.
Version
OpenGL ES-CM 1.0
Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2
Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture

Related

Coding a webpage so Android doesn't show the sidebar

Does anyone have any idea how to code a webpage so that the sidebar doesn't show in Android's browser? Usually when writing a page for Firefox/IE etc you'd include overflow: hidden; in the CSS and the overflow/sidebars would be gone but this doesn't work in Android's browser.
Any suggestions?
What is the sidebar? Maybe set the width of the page to 320 pixels...?
View a webpage with a background that isn't white and you'll see the sidebar. Changing the page size to match the screen resolution has no effect.
Try this meta tag:
Code:
<meta name="viewport" content="minimum-scale=1.0, width=device-width, maximum-scale=1">
It works on the iphone. If not try setting the width to just under the screen width, say 318px in the body tag.
I can't get that to work either. Basically I need a plain black background that I can put some content on top of but nothing I try gets rid of that damn sidebar!
In your CSS try:
Code:
body {
width: 315px;
}
#browser{
width: 315px;
overflow: hidden;
}
if you are using ASP.NET you could try using masterpages with different layout styles and dynamically set them depending on the browser used by the client.

i780: 96 DPI vs 128 DPI - Weapon of Choice

Hello to all, who can not decide yet, what DPI is better: 96 or 128.
I did two series of shots, identical with screen contents, one series with WM 6.5 build 23540 128 DPI, and second with WM 6.5 build 23544 96 DPI.
Build numbers means almost nothing in context of DPI, differs only picture#35 because of different comms managers cooked in ROMs.
So look side by side and decide, what is good or evil
My opinion is what screen of i780 is not big enough for WM 6.5. On some pictures, for example: 40, 41, you can see nasty example of UI at native 128 DPI in WM 6.5.
On the other side, 96 DPI is small... it is readable, but too small to be happy.
File located on FTP server in Riga, Latvia. Filesize is 19,069,371 bytes.
DPI_Test_SGH-i780.zip
Is not good is not bad.
I like higher resolution graphics on 128 dpi but it fits for me at 96.
i LIKE the 96 DPI !!!!!
i use the 128dpi 28232build now.
Caveat Emptor
I like 96DPI also, if ROM build does not contain any artifacts, but what i must to feel, when I installed very good-looking and useful program like Shopping List v3.10 and can see on screen only 2 items from list at once?
I say - I need to buy Samsung i8000 or HTC HD2. This solve such problem.
Or I need to pray, what somebody will port all useful programs to 96DPI for i780 square screen. Am I right?
P.S. LOL! On first screenshot there is one more tab, which does not fit screen at all - Go Shopping!, so I'm even unable to start shopping.... Definitely, I need "Go Shopping" new phone
Little bit offtopic:
Why are the objects on the display bigger in 128dpi as in 96dpi?
Afaik the objects in 128dpi has to be smaller then the 96dpi
e.g. the symbols on 800x600 are smaller the in 640x480.

[.netCF 3.5] Sense Interface SDK v1.50 (03.19.2011) [HTC's Sense UI Look 'n Feel]

I have created a new .netCF SDK that mimics HTC's Sense UI Look 'n Feel...
I have attempted to reproduce, as close and as possible, the human interaction with this WM skin from HTC.
Highlights:
Separate WVGA/WQVGA Resource libs [for you skinning guru's]
Full Apha Blending, Transparency GDI+ support and API available
WYSIWYG Visual Studio development [asmmeta dll included!]
Full Finger Control[List attempts to learn your scrolling tendencies!]
Full Tap 'n Hold OS integration
Auto SIP detection [scrolls list up to display textbox]
Combobox size detection [scrolls list up to display max list items]
Full Trackbar animation
List scrolls N, S, E, and West
Full 'Sense' Messagebox support [plus a SenseSDK bonus * see images]
List panels can react to panel press on entire surface or just the control area
List panels can be configured to raise/not raise click events based on panel press
List panels can show/hide panel animation
Panel text is easily updated... base on other panel and/or child interaction
License:
You are free to use this SDK in any manner except for the following:
You may not disassemble or reverse engineer
create and sell a product "for profit" without seeking permission first
List Panels
SensePanelBase *new in v1.3
SensePanelButtonItem *new in v1.3
SensePanelCheckboxItem
SensePanelComboItem
SensePanelDateTimeItem *new in v1.3
SensePanelDividerItem
SensePanelItem
SensePanelMaskedEditItem *new in v1.38
SensePanelMenuItem *new in v1.50
SensePanelMoreItem
SensePanelNumericItem
SensePanelOnOffItem
SensePanelRadioItem
SensePanelTextboxItem
SensePanelTrackbarItem
Controls
SenseListControl [*Panel Host]
SenseButtonControl
SenseCheckboxControl
SenseComboControl
SenseHeaderControl
SenseLabelControl
SenseMaskedEditControl *new in v1.38
SenseNumericControl
SenseNumericFSControl [* Full Screen!!!]
SenseOnOffControl
SenseRadioControl
SenseTextboxControl
SenseTimeFSControl *new in v1.3
SenseTrackbarControl
Sense API
SIP Management
SenseDateBox *new in v1.3
SenseMessageBox
SenseMenu *new in v1.50
SenseTimeBox *new in v1.3
Full Screen Form
Translucent Form
Transparency Host Form
Full Microsoft GDI+ Interop wrapper
QVGA / VGA Scaling
etc. etc. etc.
What's Included
SenseSDKDemo.exe [includes VS2008 source]
StedySoft.SenseSDK.dll [SDK lib]
SenseSDK.Resources.QVGA.dll
SenseSDK.Resources.VGA.dll
StedySoft.SenseSDK.PocketPC.asmmeta.dll [designer meta data]
TTF fonts for your Emulator development
Change Log
v1.0 - Initial Release - March 18th, 2010
v1.1 - March 22nd, 2010
Listcount = 0 background draw
RadioPanel Click event NullExceptionError
Windows Mobile base SDK now @ 6.0
v1.2 - April 15th, 2010
Combo 'List_Index_Changed' event now fires
Show/Hide Children List events added
Show/Hide Children List methods added
Textbox password character text honored
All ItemStatus enums grouped to single enum
located @ StedySoft.SenseSDK.ItemStatus
Button click double event fixed
Child panel now supports ALL available panel items
(includes SensePanelComboItem and SensePanelTextboxItem)
Demo App includes samples of all new and bug fix code
v1.3 - May 7th, 2010
New Control(s) *see bold notes above / new image adds below
A SPECIAL THANKS to Wernfried Schwenkner for his datebox code contribution!
New list scroll code - exposes 5 properties to developer
New MessageBox Draw code
Name and Visible properties added to PanelItems
New PanelItemBase
SenseSDK Methods, Properties, Enums, etc re-organized into logical namespaces... new SenseAPIs namespace
All known bug fixes including adding combo items after combo creation, text width w/o images, clear list topIndex issue, etc.
Demo App includes samples of all new and bug fix code
v1.35 TEST - May 16th, 2010
Added Time class 12/24 hr formats
Localized Msgbox/Date/Time
Added 24hr. time control style(s)
Added IImage methods (LoadFromFile & ReleaseIImage)
Please test and give me feedback for v1.4 release...
v1.36 TEST/BUG FIXES - May 19th, 2010
Added new PanelItem Time Control *flip clock style
Localized string additions/updates
Please test and give me feedback for v1.4 release...
v1.37 TEST/BUG FIXES - May 26th, 2010
Fixed Combo issues
Added event OnBeforeChildItem to List so MorePanelItem can be dynamically added. (See demo app for sample)
Added Display Style for TexboxPanelItem
Added Multiple Display Properties to panel Item for Primary and Secondary text size/position/etc...
Please test and give me feedback for v1.4 release...
v1.38 TEST/BUG FIXES - June 6th, 2010
Fixed Combo issues (w/no items)
Updated localization strings
Fixed Child Panel return
Added multi-line textbox support. (See demo app for sample)
Added MaskedEdit PanelItem and Control.
Please test and give me feedback for v1.4 release...
Sample PanelItems to come... see 2nd post for availabilty!
v1.39 - June 11th, 2010
Fixed Dispose methods that were not firing on list disposal (* see note below)
Added DemoProject in VB.net
Added sample translucent form app (C# and VB)
Added sample custom panel item (Inherits PanelBase; C# and VB)
Sample PanelItems using low level ISenseListItem to come... see 2nd post for availabilty!
v1.50 - March 19th, 2011
Added SenseMenu (simple menus that look the part)
Divider Items in a combo dropdown (see C# demo code)
Numerous bug fixes - tooooooo many to list!
(* When closing a form that hosts the SenseList control, you MUST clear and dispose the control!!!!!!! See the demo application for examples [Form_Closing and Form_Closed] If you fail to call these methods, the panel items and subsequent child items will not be disposed and you will eventually get OutOfMemory Exceptions.)
*** I am working on a VS2008 install for the SDK that will automatically add the appropriate files, and toolbox items to your dev environment... this should fix the greyed out toolbox issue.
SenseSDK is NOT supported under .netCF 2.0! YOU WILL GET "Out of Memory" exceptions all day long as the native drawing routines used by the SDK are resident only in .netCF 3.5!!!
Please DO NOT post any bugs/issues if you are attempting to author under .netCF 2.0!
D/L
v1.50 - SenseSDK.v1.50.zip
Per request... but not required: If you find this developer tool useful...
EDIT:
For designtime...
Regardless of your target resolution, the design environment REQUIRES the QVGA resource dll... as all the WYSIWYG images reside there.
The metadata assembly (StedySoft.SenseSDK.PocketPC.asmmeta.dll) MUST be added to the "designer metadata" directory.
For CF 3.5, this directory would be the following...
C:\Program Files\Microsoft.NET\SDK\CompactFramework\v3.5\WindowsCE\DesignerMetadata
This should allow the dependency to the StedySoft.SenseSDK.PocketPC.asmmeta.dll assembly to be found.
For additional information on adding this SDK to your development environment, please see the enclosed text file.
Finally... The images...
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Reserved
Sample SenseList Panel Items
06.11.2010 Sample PanelItem derived from PanelBase - Included in SenseSDK download
Community Contributed SenseList Panel Items
Here is a list of programs based on SenseSDK
CHTEditor by johncmolyneux
MyListManager by mylostblog
SenseSlider .NET CF Control by LunaticShade
TrophyToGo - PSN-Trophy-Viewer by KUV1977
Mp3 Tag Editor by virgilp
HTC Tasks by ng-gdata
SIP by Aleksew1991
Google Visual Voicemail by Sl4sher
SenTi by LucasR93
Mobile TV by artn3r
WoL Everywhere by LichtiMC
Flip2Mute by thisisatest3
LeoExtendedNotifications by NetRipper
LateReader by vizier
Htc Menu Loader by francarl
eboelzner said:
I have created a new .NetCF SDK that mimics HTC's Sense UI Look 'n Feel...
I have attempted to reproduce, as close and as possible, the human interaction with this WM skin from HTC.
Highlights:
Seperate VGA/QVGA Resource libs [for you skinning guru's]
Full Apha Blending, Trancparency GDI+ support and API available
WYSIWYG Visual Studio development [asmmeta dll included!]
Full Finger Control[List attempts to learn your scrolling tendencies!]
Full Tap 'n Hold OS integration
Auto SIP detection [scrolls list up to display textbox]
Combobox size detection [scrolls list up to display max list items]
Full Trackbar animation
List scrolls N, S, E, and West
Full 'Sense' Messagebox support [plus a SenseSDK bonus * see images]
List panels can react to panel press on entire surface or just the control area
List panels can be configured to raise/not raise click events based on panel press
List panels can show/hide panel animation
Panel text is easily updated... base on other panel and/or child interaction
License:
You are free to use this SDK in any manner except for the following:
You may not disassemble or reverse engineer
create and sell a product "for profit" without seeking permission first
List Panels
SensePanelCheckboxItem
SensePanelComboItem
SensePanelDividerItem
SensePanelItem [Generic * Base]
SensePanelMoreItem
SensePanelNumericItem
SensePanelOnOffItem
SensePanelRadioItem
SensePanelTextboxItem
SensePanelTrackbarItem
Controls
SenseListControl [*Panel Host]
SenseButtonControl
SenseCheckboxControl
SenseComboControl
SenseHeaderControl
SenseLabelControl
SenseNumericControl
SenseNumericFSControl [* Full Screen!!!]
SenseOnOffControl
SenseTextboxControl
SenseTrackbarControl
Sense API
SIP Management
SenseMessageBox
Full Screen Form
Translucent Form
Transparency Host Form
Full Microsoft GDI+ Interop wrapper
QVGA / VGA Scaling
etc. etc. etc.
What's Included
SenseSDKDemo.exe [includes VS2008 source]
StedySoft.SenseSDK.dll [SDK lib]
SenseSDK.Resources.QVGA.dll
SenseSDK.Resources.VGA.dll
StedySoft.SenseSDK.PocketPC.asmmeta.dll [designer metadata]
TTF fonts for your Emulator development
ChangeLog
v1.0 - Initial Release - March 18th, 2010
D/L
v1.0 - SenseSDK.v1.0.zip
Finally... The images...
Click to expand...
Click to collapse
This may be a bit off topic, but what TSK are you using in those screen shots?
dwizzy130
Sense.TSK
Also... here is a WM 6.5.X theme [tsk] I arranged to round out the 'Sense' Look!
Ed
View attachment 295894
Edit: It has come to my attention that SOME of the images are from Livvens collection... all credit due to him. The TSK is my personal creation.
eboelzner said:
Also... here is a WM 6.5.X theme [tsk] I arranged to round out the 'Sense' Look!
Ed
View attachment 295894
Click to expand...
Click to collapse
What screen resolution is it for?
dwizzy130
Sense.TSK
dwizzy130...
It is something I created for my ROM [TP2]... I see you in Calkulin's WVGA Kitchen forum all the time... And in the ROM forum you will see the Auto Provisioning app that I wrote... StedySoft
Ed
eboelzner said:
dwizzy130...
It is something I created for my ROM [TP2]... I see you in Calkulin's WVGA Kitchen forum all the time... And in the ROM forum you will see the Auto Provisioning app that I wrote... StedySoft
Ed
Click to expand...
Click to collapse
Oh that's you? Awesome!
And the TSK looks great!
Do you want me to make a cab/EXT for you?
dwizzy130
Sense.TSK
Sure... that would be great! Thanks!
Spread the word around about my Sense SDK... hope developers like it! Took alot of time and effort to get that damn list to work!!! LOL
Ed
eboelzner said:
Sure... that would be great! Thanks!
Spread the word around about my Sense SDK... hope developers like it! Took alot of time and effort to get that damn list to work!!! LOL
Ed
Click to expand...
Click to collapse
Ok, I deff will. I wish I was a developer so I could use it. It looks pretty sweet!
dwizzy130
WVGA?
No WVGA resources?
I would love to use this in a font tool I am planning to develop in the coming week.
Nag
Hmm... It looks much better than Manila Interface SDK, thanks!
@dwizzy: I think you can use VGA resources for WVGA.
2 questions:
How can the developer change to transparent background? colors?
If I open the solution i get a message about 6.5.3. TDK
Do I need to upgrade VS 2008?
This is unbelievable. Really great work! I love MichyPrima's Manila.NET SDK, but this is much more polished looking
Hi,
When i try to open the sample project, i have an OutOfMemoryException in the IDE, as it's trying to paint the header (with VS2008)
And when i try to create a new project (WM6 SDK, .NET3.5 and add a reference to your DLL) if i add your controls in the toolbox, they are greyed, so i can't add one on my form, is it only designed for 6.5.3 DTK ??
Thank's for your hard work, i hope i will be able to use it, it looks greats !!!!
@++
TiTidom.
TiTidom said:
When i try to open the sample project, i have an OutOfMemoryException in the IDE, as it's trying to paint the header (with VS2008)
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i have the same problem, additionally when i open the "control test form" it has out of memory errors with the on/off toggle
(vs2008, 6.5.3 TDK installed)
many thanks
This is the best Manila style SDK that's currently available. It has all the strengths of the others, without any of their weaknesses. It's going into the next version of my CHTEditor, and I've already started work on another app that uses it, but I'm not going into what that is yet
Nice one mate - very impressive stuff. Thanks a lot
Edit:
The above comments were made after running the demo application. I cannot develop with these controls as they are greyed out in the toolbox in VS2008. I've tried LOTS of things to get them to work, but they simply don't. It's a real shame, but they just don't work for me.
Design Time...
Because the design environment includes an assembly metadata dll... this needs to be added to the folder that currently has the Microsoft assembly metadata dll's.
I will research exactly where and how, but this is necessary to see the controls paint while in dev mode (PInvoke requires this)...
Sorry for the confusion... I will rectify ASAP!!!!
Ed
EDIT: From Microsoft Technet...
The easiest way to resolve this is to add the metadata assembly (StedySoft.SenseSDK.PocketPC.asmmeta.dll) to the "designer metadata" directory.
For CF 3.5, this directory would be the following...
C:\Program Files\Microsoft.NET\SDK\CompactFramework\v3.5\WindowsCE\DesignerMetadata
This should allow the dependency to the StedySoft.SenseSDK.PocketPC.asmmeta.dll assembly to be found.
eboelzner said:
Because the design environment includes an assembly metadata dll... this needs to be added to the folder that currently has the Microsoft assembly metadata dll's.
I will research exactly where and how, but this is necessary to see the controls paint while in dev mode (PInvoke requires this)...
Sorry for the confusion... I will rectify ASAP!!!!
Ed
EDIT: From Microsoft Technet...
The easiest way to resolve this is to add the metadata assembly (StedySoft.SenseSDK.PocketPC.asmmeta.dll) to the "designer metadata" directory.
For CF 3.5, this directory would be the following...
C:\Program Files\Microsoft.NET\SDK\CompactFramework\v3.5\WindowsCE\DesignerMetadata
This should allow the dependency to the StedySoft.SenseSDK.PocketPC.asmmeta.dll assembly to be found.
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Just trying that now - thanks for the advice
Edit:
Okay - If I create a .Net 2.0 project, the controls are available. So I take it that these controls are for .Net 2.0 only, and not for 3.5?
Also, I'm getting the previously mentioned error when trying to render a header control (see the attachment for a screenshot).
johncmolyneux said:
Just trying that now - thanks for the advice
Edit:
Okay - If I create a .Net 2.0 project, the controls are available. So I take it that these controls are for .Net 2.0 only, and not for 3.5?
Also, I'm getting the previously mentioned error when trying to render a header control (see the attachment for a screenshot).
Click to expand...
Click to collapse
I will check it out... sorry for the inconvienence! I guess that since I developed the library on this system, there must be a default connection to the proper file.
If I do not figure it out quickly, I will disable the assembly metadata for now... I will keep the thread posted!

Tracking the ISS with Weatherpanel

If you want to track the position if the International Space Station at any given point in its orbit, you can add the data below into your "radars.txt" file
ISS - Current Position
http://images.ontwikkel.nl/iss/iss-globe.jpg
ISS - Orbital Track
http://images.ontwikkel.nl/iss/iss-map.jpg
Enjoy!
More Solar Images...
Since the SOHO EIT Satellite is undergoing a CCD Bakeout, here are some alternative sources for solar images, just add the data below into your "radars.txt" file.
Sun - SDO 131 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_131.gif
Sun - SDO 171 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_171.gif
Sun - SDO 193 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_193.gif
Sun - SDO 211 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_211.gif
Sun - SDO 304 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_304.gif
Sun - SDO 335 (1024x1024)
http://umbra.nascom.nasa.gov/images/latest_aia_335.gif
Sun - SDO Coronagraph (512x512)
http://umbra.nascom.nasa.gov/images/latest_mk4.gif
Enjoy!

[Q] Explanation of Drawing Modes

Can someone offer a detailed explanation of all 9 drawing modes? All the reference material and tutorials only explain the obvious ones (e.g. clear, XOR).
The background is the image as it appears after each previous layer has been drawn in sequence.
( 4th object's background is the three objects before it )
Normal : draws directly over the background.
Clear : deletes the background
XOR : the xor of each byte of ARGB with the background
Add : add the byte of each ARGB with the background
Darken : draw the darker of the current layer or the background
DST : << I believe this mode is essentially don't draw >>
Lighten : like darken, only drawing the lighter of the two pixels.
Multiply : Multiplies the ARGB against each other, always results in a light color (more white)
Overlay : Similar to add or multiply, but not as powerful.
Screen : basically normal, but less powerful.
SRC : << Clear all under and draw this instead >>
Monochrome : draw this but set the color bytes to the same value ( I believe lowest, or average )
I would like to see a more accurate one, but this should cover it.
Thanks, Silverware. I did a little research and found some good reference links (shown below). These drawing modes are known as Porter-Duff composites and their exact algorithms are given in the reference links. Apparently there are as many as 18 of these modes, although Zooper only incorporates 9 of them. Too bad... some of them look very useful.
Incidentally, the SRC drawing mode appears to be working incorrectly. It is supposed to show ONLY the source layer; however, it also shows the destination graphics. Bug perhaps?
Reference links:
Well, crap... new users can't post links?!!! Lame. Just google Porter-Duff. The link at w3.org has the best descriptions.

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