1. I have noticed that in the GapiDraw 205 dlls there is a PocketPC2003-arm dll and a PocketPC2000-arm dll. However by the version 3 evaluation release there is only a single ARM dll. I don't want to supply too many different releases of the my game (1 release per processor would be ideal). Would the 205 PocketPC2000-arm dll with a Pocket PC 2000 build of the game work on all post 2000 PocketPCs using an Arm processors? Would I incur any performance loss going with this method? Why was the PocketPC2003-arm set available for 205 and then gone by version 3?
2. Do any Pocket PCs currently use video memory for any GapiDraw surfaces other than the CGapiDisplay "screen" surface? If so, do they use the "flipping" method of updating the screen that a full screen Direct X Desktop app does. By "flipping" I mean keeping a chain of 2 or more backbuffers in video mem and switching between them for screen updates.
3. Just a small thing about file mapping. Am I correct in assuming that if I use the CreateFileForMapping API to get the address of a file so I can read from it I am not significantly increaing the memory overhead of my app (i.e I am effectively reading from the "hard drive" and the contents of the file are not loaded into the apps memory.)
Any info about this stuff that anyone knows would be very much appreciated.
Justin Topham[/b]