[Bf-committers] Bf-committers] Blender on Pocketpc

Ton Roosendaal ton at blender.org
Mon Nov 29 12:03:38 CET 2004


Hi,

I am no expert *at all* on project files. But I can assure you there'll  
be a lot of other problems you have to survive for a port;

- You will have to develop a full port for the GHost library. That not  
only means a lot of new code, but also sufficient experience with C++  
and low level MS Windows CE coding.
- You will need a full functional OpenGL library for the mobile. It is  
very likely not all used opengl commands are supported (with any useful  
speed or at all).
- support for float or double is very poor on mobiles. For that reason  
the engine code itself is very unlikely to be running in any reliable  
state.
- Since the last iPAQ port Blender has incorporated a lot of  
workstation/pc specific features, ranging from audio libraries to  
Freetype font support.

The previous port on iPAQ was done succesfully mainly because the  
developer (Daniel Dunbar) had a full understanding of how Blender  
works, coded his own opengl (from scratch!), coded this with fixed  
point (no floats) math, and coded his own glut stuff. And last but not  
least; used the Blender 2.04 code base which was much more portable and  
free of C++.

I don't want to discourage you... or no, maybe I better *do* :) ! Such  
a project is a major challenge, only to be done succesfully when you  
have lotsof time and full understanding already of the full range of  
problems you'll encounter.

-Ton-

On 29 Nov, 2004, at 9:29, Salvatore Russo wrote:

> Hello All,
>
>  
>
> I would like to port Blender on Pocketpc ! I already post messages on  
> the forum:
>
>  
>
> http://www.blender.org/modules.php? 
> op=modload&name=phpBB2&file=viewtopic&t=3443
>
>  
>
> I already compiled Blender on Windows with cygwin. It worked!
>
> I downloaded and installed eMbedded Visual C++ 4.0 (with sp4) and the  
> SDK Windows Mobile 2003 pour Pocket PC:
>
>  
>
> http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D 
> -50D1-41B2-A107-FA75AE960856&displaylang=en
>
>  
>
>  
>
> http://www.microsoft.com/downloads/details.aspx?familyid=9996b314 
> -0364-4623-9ede-0b5fbb133652&displaylang=en
>
>  
>
> I have to say that I am not an expert in programming and I am a little  
> lost :=) I need your help guys :=) Maybe directly from Ton, I can ever  
> dream :=) Ok, let’s finish joking!
>
>  
>
> I didn’t know how to begin… the first thing I need to do is to import  
> the whole Blender project in eMbedded Visual C++ . Given that the  
> environment for Pocketpc is like Visual C++, I compared the folder  
> “\projectfiles” and “\source”, here are the results:
>
>  
>
> “\creator”, “\icons”, “\tools” and “darwin” are only in “\source”
>
> “\datatoc” and “sumo” are only in “\projectfiles”
>
> “\Blender”, “\Gameengine” and “\Kernel” are in both “\source” and  
> “\projectfiles”
>
>  
>
> In “\Blender”,
>
> “\include” and “\quicktime” are only in “\source”
>
> “\glut” is only in “\projectfiles”
>
> In “\Gameengine”
>
> “\Blenderroutine” and “\Pydoc” are only in “\source”
>
> “\Blenderhoak” is only in “\projectfiles”
>
>  
>
> What files do I need to import? I think I have to do the same thinks  
> that is done with Visual C++ .When I create a project, I have folder  
> “resource”, “header” and “Source”… Do I have to use them and import  
> all *.h in header for example?? I don’t think so…
>
> And when the files are imported, what else in the environment do I  
> need to check or do? How can I say eMbedded Visual C++ 4.0 (=Visual  
> C++!) to create the appropriate dlls, to say him not to use opengl but  
> opengl ES, to say him to built the Blender "intern" and extern  
> libraries?
>
>  Escuse me for these stupid questions but I need some help to finish  
> this project before 2010 :=)
>
>  
>
> Thank you very much,
>
> Salvatore
>
>
> Accédez au courrier électronique de La Poste : www.laposte.net ;
> 3615 LAPOSTENET (0,34 /mn) ; tél : 08 92 68 13 50 (0,34/mn)
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------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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