Backed up from a local Blogger export (113990317007953914/113990317007953914.html) on 2026-01-01.

Finally got Hello world up and running. Then I built and installed an OpenGL ES demo and a 2D double buffer demo, they work. Cool ;) I had to switch over to using the S60 1st edition SDK and building ARMI, I don’t think the 6682 supports 3rd edition yet and I would rather build 1st edition anyways since it broadens the target phone audience.

The original double buffering code I used was from an example game named ‘Retroblaster’. I can’t find any references to this game on the nokia developer site any more and their new double buffering code example is a lot different. It seems to take advantage of more ‘standard’ back buffer access method. The retroblaster doublebuffering seems more effecient but doesn’t take into account the different phone resolutions and suspend events. There are comments to the effect in the new example that using the documented method you need to rebase the fb pointer each timer update call.

I’m going to stick with the current method and see if it has any stability problems :P