I've been working on this for a little while now, and had to set it aside until Visual Studio 2005 came out with it's native support for PocketPC devices. The project is finally showing some results, so I thought I would give the community some screenshots running off my PocketPC Samsung i730. At this point, the engine (current Dagon code) is fully ported and executes.
Since most PocketPC devices do not contain any 3d hardware, this implementation uses a software implementation of OGLES.
There is certainly lots of room for optimization in the project, as I don't think existing Ogre games/demos will run efficiently "out of the box" on the PocketPC platform. However, I'm curious to see what can be produced if developers plan for the limited rendering power. I'm working with the author on the OGLES renderer and hopefully future optimizations will bring along the better frame rates. My sense is that scenes utilizing "baked" lighting, little or no vertex animation with less than 3k polygons should be fast enough right now.
Input from the hardware buttons on the device aren't glued up yet in the PlatformManager_WinCE, and there are some texturing bugs related to multi-pass overlay objects. Also, there is a memory bug in Zzip that causes zipped archives to be read incorrectly.
Special thanks to Joao Paulo Lima for helping out with the RenderSystem code and Hans-Martin Will for his open source OGLES project. All of the Ogre dependencies had to be ported to PocketPC including DevIL, ILU, Zzip, and more. And thanks to the ZlibCE project at http://www.ciprian-miclaus.com/sources/zlibce.asp?id=5&tip=c, and the LibCE project at http://studierstube.org/handheld_ar/.
The source is checked into our SVN server right now and will be made available when the project stablizes. If you want read access you can PM me.


Thanks,
GenericBum








