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Managed Direct3D Mobile Samples

The samples in this section provide tutorials for developing and using Direct3D objects using the Windows Mobile DirectX and Direct3D namespaces provided by the .NET Compact Framework.

NoteNote

These samples require Windows Mobile version 5.0 software for Pocket PCs and Smartphones. DirectX and Direct3D features are not available on Windows Mobile 2003 for Pocket PC or Windows Mobile 2003 for Smartphone.

In This Section

Direct3D Mobile Billboard Sample

Shows how to perform billboarding to draw trees.

Direct3D Mobile Fixed Point Billboard Sample

Shows how to perform billboarding to draw trees using fixed point math.

Direct3D Mobile Create Device Sample

Provides a tutorial for creating a Direct3D device and using it to clear the window.

Direct3D Mobile Fractal Sample

Shows how to use fractals to generate and display height map.

Direct3D Mobile Fixed Point Fractal Sample

Shows the fractal sample converted to use fixed point math.

Direct3D Mobile Lighting Sample

Provides a tutorial on how to use lighting.

Direct3D Mobile Fixed Point Lighting Sample

Shows how to, using fixed point math, make moving directional and point lights.

Direct3D Mobile Lights Sample

Shows how to make moving directional and point lights.

Direct3D Mobile Matrices Sample

This sample provides a tutorial on how to use matrix transforms.

Direct3D Mobile Meshes Sample

Provides a tutorial on how to load and display meshes.

Direct3D Mobile Stencil Buffer Shadow Volume Sample

Shows how to use the stencil buffer to generate shadow volumes.

Direct3D Mobile Stencil Buffer Stencil Depth Sample

Shows how to use the stencil buffer to evaluate depth complexity.

Direct3D Mobile Text Drawing Sample

Shows how to draw text.

Direct3D Mobile Texture Sample

Provides a tutorial for rendering vertices with a vertex buffer, a Direct3D object for storing vertices. You can define vertices by defining a custom structure and a custom FVF (flexible vertex format).

Direct3D Mobile Vertices Sample

Provides a tutorial for rendering vertices with a vertex buffer, a Direct3D object for storing vertices. You can define vertices by defining a custom structure and a custom FVF (flexible vertex format).

See Also

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