Storage Informer
Storage Informer

Threaded Graphics to MID – A New Journey

by on May.26, 2009, under Storage

Threaded Graphics to MID – A New Journey

Hi Everyone. It’s been a while since I did any blogging. The reason is that I’ve been mostly wrapping up my work on several different projects. Now, I’m finally getting to move on to a new challenge. A few years ago a team of people developed an application to demonstrate the threading capabilities of Intel’s desktop technologies. This application is known as the “Destroy the Castle” demo. In the demo, a user can shoot cannonballs at a castle and w My new project utilizes this application and will be divided into four phases.

The first phase is to translate the graphics code in the demo to use OpenGL. I’ve never used OpenGL before, so that is going to be a steep learning curve for me. I’ve also done very little with DirectX code, but since that is already in place, my task will be to find the corresponding functions in OpenGL. The good news here is that I have plenty of experts in groups near me to help me out if I get stuck. I’ve already started looking at the DirectX code in the application and it uses the utility toolkit DXUT. While that might initially be considered a difficulty, OpenGL now has GLUT, its own utility toolkit. So, finding replacement functions may not be as difficult as it might have been.

The second phase will be to put this new version onto a netbook running a Windows OS and using the Intel® Atom processor. This will be challenging in a second way as we are porting a large demo over to a device that works with less power and available space. The application is also threaded, and since the Intel Atom is a one-core processor, CPU usage could impact playability quite a bit. And then there is the question of whether the Atom chipset has sufficient OpenGL support.

If I am at least partially successful on phase 2, then phase 3 will be to get the demo working on a netbook using Moblin 2.0. This OS is just coming out and it looks to be a big improvement over 1.0. But, will the demo work on it? By the time I start working on this phase I will know whether the demo will work on Atom, so the challenge here is to determine how well Moblin 2.0 works with OpenGL graphics.

The last phase of this project is to see if I can get the demo to work on a MID with Moblin 2.0. Again, this is another type of challenge, since we will know at that point that the demo will work on Moblin 2.0 and the Intel Atom. The challenge this phase is to see what design changes need to be made in order to play the demo on a small-screen device which may or may not have access to control buttons.

I’m looking forward to each and every one of these challenges, and I plan to continue discussing the difficulties and solutions I find along the way with all of you. So keep checking back here now and then to see how I’m doing and offer your comments and suggestions. The journey begins now…


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