How to: Convert Desktop Direct3D Applications

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You can modify an existing managed Direct3D application developed for a desktop computer to run on a mobile device. The changes you need to make are in the following areas:

  • References to components and namespaces.

  • Changes to the Device constructor and constructors of other objects.

  • Removal of unsupported functionality.

  • Resource optimizations. For information about developing mobile Direct3D applications that use constrained resources effectively, see Managing Device Resources.

Note Note

Managed Direct3D mobile applications require Windows Mobile version 5.0 software for Pocket PCs and Smartphones. See External Resources for the .NET Compact Framework for information about Windows Mobile software and SDKs.

To convert a desktop Direct3D application

  1. In Microsoft Visual Studio 2005, create a Smart Device application using a template that targets Microsoft Windows Mobile version 5.0 software for Pocket PC or Windows Mobile version 5.0 software for Smartphone.

  2. Add a reference to the Microsoft.WindowsMobile.DirectX component to your project.

  3. Depending on your programming language, add an Imports or Using statement for these namespaces:

  4. Copy code from your desktop application and modify as required.

To modify the constructors

  1. Constructing the Device object requires different parameters in a mobile application and requires the following changes:

  2. Use a memory pool that is supported on the device. The TextureLoader and Mesh constructors check capability bits to ensure that the objects are created in a memory pool that exists, but all other constructors do not. For information about the appropriate capability bits to ensure that a memory pool is usable on the device, see Managing Device Resources.

To remove unsupported functionality

  1. Remove members that do not exist in the .NET Compact Framework, such as members only in the desktop version of the VertexFormats enumeration.

  2. Remove calls to the Mesh.Load methods. Managed Direct3D Mobile does not include a loader for .X files. The Direct3D Mobile Meshes Sample demonstrates how to load meshes using a custom .md3dm file format and contains code that converts .X files to .md3dm files and then loads them. Note that the .md3dm file format is not component of the .NET Compact Framework, but an example of how to load a mesh given that loading .X files is not supported.

  3. Remove pixel and vertex shaders.

  4. Ensure color depth support. Some mobile device drivers may not offer high color depths for screen resolution or textures because of tight memory restrictions. Ensure that drivers support your color depth requirements or make changes as necessary.

  5. Remove code that refers to the following unsupported desktop Direct3D types:

    AllocateHierarchy

    AnimationOutput

    AnimationOutputFlags

    AnimationRootFrame

    AnimationSet

    AttributeWeights

    BandwidthTimings

    BasisType

    BoneCombination

    BoneInfluences

    Box

    CacheUtilization

    CallbackData

    CallbackSearchFlags

    CannotAttributeSortException

    CannotModifyIndexBufferException

    Channel

    CleanType

    ClipPlane

    ClipPlanes

    ColorOperator

    CompressedAnimationSet

    CompressionFlags

    CompressionQuality

    ConflictingRenderStateException

    ConflictingTextureFilterException

    ConflictingTexturePaletteException

    ConstantDescription

    ConstantTable

    ConstantTableDescription

    CubeMapFace

    CubeTexture

    CubeTextureRequirements

    CubeMapFace

    CubeTexture

    CubeTextureRequirements

    DeclarationMethod

    DeclarationType

    DeclarationTypeCaps

    DeclarationUsage

    DegenerateItems

    DegreeType

    DeviceInformation

    Direct3DXException

    DisplacementMap

    DisplacementParameter

    DriverCaps

    DuplicateNamedFragmentException

    Effect

    EffectCompiler

    EffectDefault

    EffectDefaultType

    EffectDescription

    EffectHandle

    EffectInstance

    EffectPool

    EffectStateManager

    EventDescription

    EventType

    ExtendedMaterial

    Fill2DTextureCallback

    Fill3DTextureCallback

    FormatList

    FragmentDescription

    FragmentLinker

    Frame

    FunctionDescription

    FX

    GammaRamp

    GlyphMetricsFloat

    GpuSimulatorOption

    HandleAnimationCallback

    ImageFileFormat

    ImageInformation

    Include

    IncludeType

    InterfaceGuid

    InterfaceTimings

    IntersectInformation

    InvalidDataException

    InvalidMeshException

    IssueFlags

    KeyCallback

    KeyFramedAnimationSet

    KeyQuaternion

    KeyVector3

    Line

    LinePattern

    LoadedMeshHasNoDataException

    LoadUserData

    LockedBox

    Macro

    MeshContainer

    MeshData

    MyD3DXAllocateHierarchy

    MyD3DXAnimationCallback

    MyD3DXFrame

    MyD3DXIncludeClass

    MyD3DXLoadUserData

    MyD3DXMeshContainer

    MyD3DXSaveUserData

    NormalMap

    OutOfVideoMemoryException

    ParameterClass

    ParameterDescription

    ParameterFlags

    ParameterType

    PassDescription

    PatchEdge

    PatchInformation

    PatchMesh

    PatchType

    PipelineTimings

    PixelShader

    PixelShaderCaps

    PlaybackType

    Present

    PropertyDescription

    PrtBuffer

    PrtCompressedBuffer

    PrtEngine

    PrtEngineCallback

    PrtSplitMeshClusterData

    PrtSplitMeshVertexData

    Query

    QueryType

    RasterStatus

    RectanglePatchInformation

    RegisterSet

    RenderStates

    RenderTargetsMax

    RenderToEnvironmentDescription

    RenderToEnvironmentMap

    RenderToSurface

    RenderToSurfaceDescription

    ResourceManager

    ResourceStats

    SamplerStageStates

    SamplerStateManager

    SamplerStateManagerCollection

    SaveUserData

    ScaleRotateTranslate

    Semantic

    ShaderConstantInformation

    ShaderConstantTable

    ShaderDebugInformation

    ShaderFileInformation

    ShaderFlags

    ShaderInstructionInformation

    ShaderLoader

    ShaderStructMemberInformation

    ShaderTypeInformation

    ShaderVariableInformation

    ShaderWriteInformation

    SimplificationMesh

    SkinInformation

    SkinMesh

    SkinningNotSupportedException

    SphericalHarmonicMaterial

    SphericalHarmonics

    StageTimings

    StateBlock

    StateBlockType

    SurfaceLoader

    TextureGutterHelper

    TextureShader

    TextureStageStates

    TooManyInfluencesException

    TooManyOperationsException

    TrackDescription

    TransitionType

    TrianglePatchInformation

    UnsupportedAlphaArgumentException

    UnsupportedAlphaOperationException

    UnsupportedColorArgumentException

    UnsupportedColorOperationException

    UnsupportedFactorValueException

    UnsupportedTextureFilterException

    VertexCache

    VertexDeclaration

    VertexElement

    VertexFormatCaps

    VertexShader

    VertexShaderCaps

    VertexStats

    Volume

    VolumeDescription

    VolumeLoader

    VolumeTexture

    VolumeTextureRequirements

    WasStillDrawingException

    WeldEpsilons

    WeldEpsilonsFlags

    Wrap

    WrongTextureFormatException

    XFile

    XFileData

    XFileErrorCodes

    XFileFormat

    XFileGuid

    XFileManager

    XFileSaveData

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