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BltFx / EDGE Internal Renderer on Motorola Q


BltFx / EDGE Internal Renderer on Motorola Q

Postby alanhorne » Jun 24, 2008 @ 12:11am

We are currently developing two games for WM5 using EDGELIB - one uses purely 2D blits (sometimes with BltFx() ) while the other uses the internal 3D renderer.

We have run into two issues with the Motorola Q.

Using BltFx, it seems as if the E2DBLTFX.flipflags are reversed in relation to other devices (HTC Dash and Samsung Blackjack) - that is, what should be a horizontal flip comes out as a vertical flip on the Q but is correct on the Dash and Blackjack.

We also are noticing that textures are not being mapped onto 3D surfaces the same way on this device - we haven't nailed down the exact way in which it's incorrect yet, but it initially appears as if the texture is translated in the u-direction.

All three devices are running the exact same version of the game with EDGELIB 3.70. Are there any differences in the hardware not handled by EDGE that would account for such weirdness? We'd correct it game-side but unfortunately we don't even know what to test for. I'm under the impression that all WM devices run on Intel processors, so there shouldn't be any endian-ness concerns...
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Postby edge » Jun 24, 2008 @ 11:55am

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Postby alanhorne » Jun 24, 2008 @ 3:59pm

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Postby edge » Jun 26, 2008 @ 11:29am

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