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PocketMatrix • View topic - WVGA display with EDGELIB - is it possible?
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WVGA display with EDGELIB - is it possible?


WVGA display with EDGELIB - is it possible?

Postby Nikarus » Apr 27, 2008 @ 10:20pm

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Postby edge » Apr 28, 2008 @ 11:57am

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Postby Nikarus » Apr 28, 2008 @ 10:29pm

Thank you for your reply.
Looks like it's my fault - I have messed with gfx.epk files... Everything works fine when I resize images to 800x480.
But I have another, probably stupid question...

When I run Blastar on 800x480 it works not very fast (fps is around 15 - it's normal for Toshiba G900). So, my point now is to run program on not standart 400x240 resolution, in fullscreen.

Firstly, I tried to run it on 320x240 resolution by coping&replacing *.h files from \samples\Blastar\workspace_eide_320x240\ to project but it doesn't help - when I start it, I get game running on 1/5 of my screen. So, how to make it fullscreen?
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Postby edge » Apr 29, 2008 @ 12:06pm

Hi Nikarus,

Unforunately, it's not possible to change the resolution of mobile devices and handhelds. You can use GAPI (which emulates a resolution of 240x320 on your device), but it may run slow and lead to a range of other issues.

The best way to handle this is to not update the entire display every frame. Only redraw parts on your backbuffer that change and use ClassEDisplay::SetFlipRect() to set the display refresh rectangle to that area.
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Postby Nikarus » Apr 29, 2008 @ 3:07pm

But what about WM Pocket PC (2002) Blastar version? When I run it on my device - I get exacly what I want for first step - fullscreen 320x240 resolution. And it works much faster than my 800x480 version (more than 30fps). But I can't understand how to compile this sample...
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Postby edge » Apr 29, 2008 @ 3:23pm

Hi Nikarus,

The Pocket PC 2002 sample of Blastar uses GAPI. The reason why I recommend against using GAPI, is that it is a deprecated API, and may not work on the latest Windows Mobile devices. Another problem with GAPI is that it isn't able to detect device orientation changes properly.

To build the sample, open the EDGELIB Builder workspace. It should open the EDGELIB Builder program, which uses Embedded Visual Tools 3.0 to compile it. Unfortunately, that program isn't available anymore. Your best bet is to use Embedded Visual C++ 4.0. When opening the EDGELIB Builder project, go to the project settings and untick the 'disable resolution emulation' checkbox.
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Postby maskin » Jan 23, 2010 @ 8:23pm

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Postby edge » Jan 25, 2010 @ 9:15am

Hi,

If you're targetting Windows Mobile 2003, make sure to add the following line to your resource file:
HI_RES_AWARE CEUX {1} // To turn off the emulation layer

More information about this is available in the getting started tutorial: http://www.edgelib.com/index.php?node=38
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Postby maskin » Jan 25, 2010 @ 12:16pm

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