So, I changed my mind about the whole zlib vs System.IO.Compression, partly because the latter is not already a Windows Runtime accessible type (afaik), and secondly because the code would not be at all portable, and I'd like to be able to contribute my work back to the community if I can. I've run into … Continue reading Porting Open Asset Import Library (Assimp) to WinRT (4)
Tag: WinRT
Porting Open Asset Import Library (Assimp) to WinRT (3)
So I've been doing a bit of digging about in the Assimp source, and it seems that, for the core library at least, the only dependency is on zlib - which it builds in your solution on Windows. My next possible step, then, could be to move the code from this zlib project over to a Windows … Continue reading Porting Open Asset Import Library (Assimp) to WinRT (3)
Porting Open Asset Import Library (Assimp) to WinRT (2)
Last time I got to the point where I had found that I can't build the code in Windows 8 because DirectX 11.1 has deprecated a bunch of DirectX 9 functionality, so I installed the Jun 2010 DirectX SDK to get up and running. My plan is to get it building as a Windows 8 … Continue reading Porting Open Asset Import Library (Assimp) to WinRT (2)
Porting Open Asset Import Library (Assimp) to WinRT
With the advent of Microsoft's Windows 8, and it's ARM-compatible Windows RT variant, Microsoft have really jumped headlong into the mobile device arena. I think the fact that developers will now be able to develop a single code-base that works on Phones, Tablets, Laptops and Desktop computers, will be quite a big deal for their … Continue reading Porting Open Asset Import Library (Assimp) to WinRT