Direct3Dm Primer
•Largely based on Direct3D8
–No Vertex or Pixel Shaders
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•Float and Fixed-Point (16.16) types
•Texture Coordinate Generation
•Up to 4-way multi-texture
–“Cascading” texture blending like OpenGL ES 1.0
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•Additional Caps Bits
•Profiles – collection of caps bits required          for a given profile
So what is Direct3Dm?
•Direct3Dm is a graphics API developed by Microsoft for the Windows Embedded-based operating systems.
•Microsoft is the primary owner of the Direct3Dm API
•Actively engaged with a number of IHV partners to
•Ensure the current API maps well onto current mobile hardware
•Ensure well-suited for future hardware

•Direct3Dm based on the Direct3D API included in DirectX8.
•No vertex or pixel shaders.
•Most of the other features in the Direct3D API remain including:
•common primitive types,
•support for vertex- and index- buffers
•texture coordinate generation.

•Direct3Dm Caps Bits
•“Caps Bits” are mechanism for querying capabilities of a Direct3Dm implementation
•Direct3Dm has additional bits beyond what is available in D3D8
•Useful to ensure app has good perf characteristics
•Examples:
•Native supported data formats
•Vidmem vs. Sysmem – Where resources are stored – (textures, vertex buffers, etc. )

•Profiles offer “minimum level of functionality” query.

•Direct3Dm similar to Direct3D.

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