yashsingh1/xdaforums huggingface dataset:
[Windows Mobile Themes] t0adman:
Excellent work - thanks for sharing with us. I wish colored icons had just been a part of the build in the first place though. :rolleyes:
[Windows Mobile Themes] fwaits:
Which file names contained the icons you modified for the Call History page? On an Imagio with TF3D 2.0 here and I have the same issue with the right side icons not getting replaced. I suspect it's a different file from v2.5 as you mentioned. Might help to start with the files you used and work from there to find the right one.
[Windows Mobile Themes] koolgtz:
pop up key board

Love your work. Can you add some color to the boring HTC pop up key board? The gray buttons.
[Windows Mobile Themes] muntos:
Love this, when do you think you'll fix the call history icons quality?Thanks
[Windows Mobile Themes] bnm7bnm:
added buttons like standard but more 3D to first post

i made buttons more 3D but to change size i dont know how its possible

extract cab and you can see file names i don't remember them...

made it more 3D but with colors i tried and i dont think it looks good

i think never:cool: i got used to it & its not bugging me that much now... and all news with wm7 maybe i switch device when it comes so i don't think its worth the effort... look at the good side - its better than original:D

thanx all for comments
[Windows Mobile Themes] muntos:
I hate you :D ! Just kidding , thanks again ;)
[Windows Mobile Themes] ezzie:
stupid question, but which is the updated file?
[Windows Mobile Themes] JamesAllen:
No Right Hand Color Icons in Call History

You can see the ROM I am using in my signature. I have Manila 2.1. I installed "Old Manila" and V1 of the Dialer and History cab. I have no right hand color icons in Call History. Can someone tell me what combinations of cabs I should be installing?

Thanks.
[Windows Mobile Themes] Zahurtex:
A fantastic job here! Just installed dialer & call history v1.0 cab on my phn and its perfect....wanted to ask question is it possible to get back the top right arrow which is Red in your files I wanted to be the original silver and black arrow... can you point me to the file in win dir I can replace. Thanks :)
[Windows Mobile Themes] leepriestenator:
These are the files that correspond to what graphics you want to change. All you need to do now is find the originals.
[Windows Mobile Themes] t1000:
holy it worked, installed and got the callhistory too
[Windows Mobile Themes] tkjames:
So which of these cabs do I need to download and install just to get the blue/red/green in the call history? I'm running 6.1 Sprint stock rom...whichever Manila version comes with that.
[Windows Mobile Themes] krack73:
Thanks, dude.

Works well on my SEX1 Leo 6.5 Rom

K73
[Windows Mobile Themes] sexkgp:
Tried using the v1 cab, it does color the dialer icons but the call history icons remain the same, am I missing something, I'm using TP2 with the stock SEA Rom (V6.5)plz help...
[Windows Mobile Themes] xboxhaxorz:
any chance you have a 3d manilla dialer but black instead of white
[Windows Mobile Themes] Il_Simo:
I've this problem in my HTC touch diamond

I can't see any image of my contact. I can see arrows only

do you know why?
[Windows Mobile Themes] aisforapple523:
I have the Rhodium from Verizon. I recently got a replacement phone that came with WM 6.5. Where do I find out which Manila version I'm using? B/c the call history icons w/ the dialer screen are colored, but the icons in the Call History (All) screen are normal--gray. Am I doing something wrong? I downloaded the v1 cab.
[Windows Mobile Themes] HedgehogDworkin:
Lite version

Thank you very much for the colourful cab!

How difficult is to make a 'lite' version, where only call direction arrows and phone calls icons are coloured, and all user accounts icons are without changes? I think it will look great at my HD2 with classical Manila theme.

Thank you in advance.
[Windows Mobile Themes] mangonguyen:
Thanks for your kind! I Like it so much!
[Windows Mobile Themes] bnm7bnm:
made dark dialer buttons in first post.

for all who this mods not working i dont know how to help - i changed graphics in manila and it works for me in all new roms which taken from hd2 so if you have old device or old rom i dont know which files it uses...
[Windows Mobile Themes] Cyclu:
+1 Please...
[Windows Mobile Themes] scout7:
Dark dialer

I really like the mods you've done.

Could you make the "dark" with the colors reversed?

Like use the pressed for layout with green letters.

Many thanks for the mods.

Edit; I just renamed the normal and pressed for now to get light colored buttons.
[Windows Mobile Themes] smilegod:
I just installed a custom rom (Leo Sense 2.5) with the coloured call history . And I whant to get the original look back :) The Default Call History Cab from the first post dousnt change anything :(

Please help me get original icons back ;)
[Windows Mobile Themes] bnm7bnm:
i dont have original icons you can try uninstall & reset it should work

default meant for default windows call history you can see it only if you turn manila off.
[Windows Mobile Themes] rjl319:
great

just installed windows 6.5 with sense 2.5

works like a charm. thanks for sharing.
[Windows Mobile Themes] oscar786:
Excellent Job
[Windows Mobile Themes] kurt-willems:
Hi, Is there any way you can create your look for the contactlist that is under the contact hometab if you know what i mean. The main contactlist.

Keep up the good work!! :D
[Windows Mobile Themes] ca3sar:
my pic contacts are not showing up in phone mode. it displays the icons that are colored rather then someone's pic that i have save.
[Windows Mobile Themes] EsJayDee:
awesome:D

any way to add color to the contacts
[Windows Mobile Themes] francescrm:
Thanks, works fine in my Leo hTC 1.66 stock ROM.

Rgds,
[Windows Mobile Themes] brooklyncat:
Thanks again man. Phone make over, ya gotta love this!!!
[Windows Mobile Themes] toots9900:
Yes,works on bogstandard HTC dialer(HTC Leo),but -please ,something much more colourful,used to get stacks of wonderful dialers for the old QVGA devices.
[Windows Mobile Themes] brooklyncat:
Is their a chart for this manila files?
[Windows Mobile Themes] jdpl@:
Hi bnm7bnm,

It's really awesome!

I installed on my HTC HD2 Leo (ROM 2.13.531.1 WWE, manila 2.5.2012) & it works perfect & look beautiful, very nice job!

Also, I feel in love with your top taskbar, if you don't mind, could you post the cab file? I'll really appreciate it.

Thank you very much!
[Windows Mobile Themes] khang_bk:
Very nice. Thanks so much ^^
[Windows Mobile Themes] Finger Appliance:
Hi

There is no "Thanks button" in the post, so I post here to thank you.

I have just installed it in my Diamond P3700 (VGA) and now I see it much much better than with the original one.

Regards
[Windows Mobile Software Development] saeros:
I've released it at http://oglesv2cf.codeplex.com/.

If you want to see the latest in development go to the site shown above.

Updates:

18.4.2010 - rough support for textures

--------------------------------------------------------------------------------------------

I've started working on creating a .NET CF wrapper library for using the OpenGL ES 2.0 on Snapdragon based WM 6.5 devices. (I'm doing the development on HTC HD 2 device).

----------------- original post---------------------------------------------------------------

Hi,

I'm interested in trying out making something simple using OpenGL ES 2.0. I own HD and HD 2 devices and I know that HD at least supports OpenGL ES 1.1.

Has anyone experimented with OpenGL ES 2.0 on HD 2? Snapdragon should support 2.0 but is the libGLESv2.dll present somewhere in the system? I have tried looking for it but didn't spot it right away.

Especially I would be interested in writing a wrapper for OpenGL ES 2.0 to work with .NET CF. I've seen this is possible with ES 1.1.
[Windows Mobile Software Development] pongothemagnificent:
The onboard gpu that the msm720XX has dosnt support openg Gl ES 2.0 only 1.0/1.1, you would have to ether develope using 1.0/1.1 or buy a device supporting open gl ES 2.0, the acer s200 could be your best bet or a LG expo if you like HW keyboards, or the hd2 if you have spare legs and arms to give.
[Windows Mobile Software Development] saeros:
If it wasn't clear in the OP I do have a HTC HD 2 device which does have Snapdragon with OpenGL ES 2.0 support.

I did some digging and found few posts about OpenGL ES 2.0 on HD 2 but did not find any concrete samples which I could use to test if the performance is good enough.
[Windows Mobile Software Development] heliosdev:
The dll should be in /windows.

I wanted to start this but without such a device (or a software renderer) it's difficult...

Have a look at OpenGL ES Core API Specification, Headers, and Documentation ! The gl2.h file can serve as base for the managed wrapper file.

As a start check out my OpenGL Test application (link in signature)where I've released the source code of an early version. There you'll find a managed wrapper for OpenGLES 1.1.

Maybe we can setup something together?
[Windows Mobile Software Development] saeros:
Investigating the files

I have continued my reseach (Got some beer as most of my work is beer driven).

I have done some research on the DLL files included in the HTC HD 2 device.

So far this is the list of lib*.dll files under Windows on my device:

- libGLES_CL

- libEGL

- libEGL_org

- lib2d-z430

- libGLES_CM

- libGLESv1_CM

- libGLESv2

- libgsl

- libgsluser

- libkos

- libOpenVG

- libos

- libpanel

- libq3dtools

- libegltools

- libqgl2tools

- libqgtools

- librenderboy

I know that libEGL, libGLES* are the files I should concentrate on. Especially libGLESv2 which is the OpenGL ES 2.0 implementation. I also see that there is a OpenVG implementation on the device.

I know that I can get the header files for the OpenGL ES and OpenVG from Khronos site but is there a tool to view the dll export table of a WM mobile dll file? I know tools that can do that for a desktop windows dll file but haven't tested them on WM dll files yet.

lib2d-z430 got my interest also as z430 is the graphics chip part of the snapdragon.

Yep, eventually I would like to share my findings and code but for now I'm doing this mainly on my own. Ofcourse any help is welcome.
[Windows Mobile Software Development] saeros:
I've run into issues while trying to copy few of those files to my desktop PC. I'm getting access denied of resco explorer when trying to copy libGLESv2 file to storage card on my device.
[Windows Mobile Software Development] heliosdev:
Maybe after disabling Manila/Sense (from the Settings - Today - Items tab) will allow you to copy the files?

As you probably have seen I've also an OpenVG demo included in the lastest Test OpenGL version for which I've created an OpenVG managed wrapper. Does this test run on HD2? What's the starting time? (on HD it takes some seconds to build the textures because textures, paths and strokes are not hardware accelerated, well that's what I get when querying the driver).
[Windows Mobile Software Development] l3v5y:
Are you still in need of the drivers? I can upload them now?

I'm also going to make a lib file for linking C++ programs with GLES 2.0, based on the gl2.h file, and possibly some of the exported functions of libGLESv2.dll.
[Windows Mobile Software Development] dattrax:
Hi,

I posted lib versions of the required files a few weeks ago. Just search on posts with my user name. I've done some porting of futuremark 3d mobile es2.0 and the performance is not good. I'm hoping to do some more debug this week to see why this device is not running as I would expect.

Jim
[Windows Mobile Software Development] saeros:
l3v5y: if you have the drivers at hand it would be great if you can share them.

heliosdev: I tried you are new test app and the OpenVG option is grayed out.
[Windows Mobile Software Development] saeros:
Have you tried it with the driver pack? http://xdaforums.com/showthread.php?t=592663
[Windows Mobile Software Development] saeros:
EGL

Okay I got the egl from libEGL.dll working. Well at least it's initializing and terminating without errors.

One thing I noticed is that the version it is reporting is 1.3. It should be 1.4 or at least that is the latest version published on the API site.

I'll do some querying to get the rest of the information about the cabilities of the device.
[Windows Mobile Software Development] saeros:
Translator needed

Okay I did a simple query to get the egl version string from the egl.

The result is probably a string with chinese, japanese or some other asian language I don't understand.

eglQueryString results

EGL_VERSION : "⸱″湉整湲污瘠牥楳湯ㄠ㐮ㄮ"

EGL_VENDOR : "摁慶据摥䴠捩潲䐠癥捩獥‬湉c"

EGL_CLIENTAPIS: "灏湥䱇䕟⁓灏湥䝖"

EGL_EXTENSIONS: "来䍬敲瑡健畢晦牥牆浯汃敩瑮畂晦牥䔠䱇兟䅕䍌䵏彍桳牡摥楟慭敧䔠䱇䭟剈楟慭敧"

Reminds me of early days when MS used to translate their VB programming enviroment inside Office applications.

Hope that the glGetString results are in English.
[Windows Mobile Software Development] fards:
the reason you cant copy them is because they are modules..

Ideally you need to dump a stock rom and examine either the modules, or recmod them to convert them to files.

you also need diaglsm file, I think.

Still not certain what the DAL files in the oemxip do..
[Windows Mobile Software Development] heliosdev:
Use this code to get the strings:
[Windows Mobile Software Development] heliosdev:
Updated the test app with OpenVG support on newer devices (different name of the OpenVG dll). Please try again!
[Windows Mobile Software Development] saeros:
Once I get that far. Currently I have the EGL part working against the libEGL.dll file. I know you probably already have this done but as this is a learning project for me I started from scratch.
[Windows Mobile Software Development] heliosdev:
But use it in your current code to have the asian characters 'translated'!
[Windows Mobile Software Development] saeros:
Could you explain it a bit better. What do you mean 'translated'? I don't think the result changes to anything with UTF7. I'm already reading the pointer string returned using unicode character set and getting back a valid result. The only problem with the result is that who ever implemented the libEGL on the device decided to use some other language than english as the content of the strings.
[Windows Mobile Software Development] heliosdev:
I used to get such characters before using the above way to read the string.
[Windows Mobile Software Development] saeros:
I've been quite lazy today. I did create the necessary interop layerfor OpenGLESv2 but haven't done any testing besides compiling to see if it even works. Some of those pointers did cause some headache but they should be right.

I'll test that code piece you provided tomorrow or later next week. It sounds bit strange... but then again it is bit strange that to use one of the libraries on the device I have to resort into creating the "SDK" myself.
[Windows Mobile Software Development] saeros:
status

Just thought I'd push this topic a bit. I'm still working on it.

My time has been bit limited lately but I'll probably get something done by end of this week.
[Windows Mobile Software Development] elAlem:
I managed to extract openGL ES 2.0 .net wrapper from OpenTK and bind it to the HD2 libraries. It seems that everything is working fine, but I need some examples to test the wrapper. Currently I am stuck with compiling shaders. Although call to API says that shader compiler is supported and I didn't get any errors when compiling, shader compiled status always returns FALSE. If I override compilation status check, and try to use the shader nothing is rendered on the screen.

Does anybody know any examples of the shader code that does work on WM?
[Windows Mobile Software Development] dattrax:
I've done some shader programming on the HD2

wasn't in .NET, but in native so I don't know how useful it would be.

If you are still interested drop me a message.

Jim
[Windows Mobile Software Development] saeros:
I've been working on this again. So far everything on the egl part is working. Gl is working as I can clear the screen to some color and swap buffers is working.

I'm trying to get a simple vertex shader working.

Currently when I compile the shader the status is always 0 as in GL_FALSE.

Content of the compilation info log:

"ERROR: 0:1: 'uaavv' : syntax error syntax error\nERROR: 1 compilation errors. No code generated.\n\n"

I don't know what is causing this issue.

Here is the code I'm using to compile the shader:

string[] source;

using (var reader = File.OpenRead(fileName))
{
source = LoadStrings(reader);
}

gl2.glShaderSource(shader, source.Length, source, IntPtr.Zero);

gl2.glCompileShader(shader);

and this is the signature of that glShaderSource:

[DllImport(gl2LibraryName, CharSet = CharSet.Unicode)]
public static extern void glShaderSource(uint shader, int count, string[]@string, IntPtr length);

Vertex shader I'm trying to compile:

uniform mat4 u_mvpMatrix;

attribute vec4 a_position;
attribute vec4 a_color;

varying vec4 v_color;

void main()
{
gl_Position = u_mvpMatrix * a_position;
v_color = a_color;
}
[Windows Mobile Software Development] saeros:
I actually solved this issue. Found a forum post which had the same problem and the answer also.

http://social.msdn.microsoft.com/Forums/en/netfxcompact/thread/0a0585d7-cc14-4846-9918-b91607e8bc8f

It seems someone else is working on this too.
[Windows Mobile Software Development] dattrax:
Just a daft question.

You are not passing unicode to the shader compiler are you? That definatly wont work!

Jim
[Windows Mobile Software Development] saeros:
Yep, that was the problem. Luckily I found that forum post I mentioned above.

I have the shader and shader program working perfectly fine now.

Looking into porting the OpenTK.Math to CF so I can get some matrix and vector math for free.

After that I finally have more than a purple screen to show.
[Windows Mobile Software Development] saeros:
To continue or not

This has been quiet for too long.

What I have:

- A working prototype with vertex and fragment shaders working and rendering a quad

- OpenTK math with matrix and vector stuff for easy 3D math. Did a very quick port to CF.

- Very fast and efficient game loop. Converted my old Managed DirectX stuff to CF.

- Easy to use wrapper around EGL and OpenGL ES 2. Well it's easy for me and the wrapper implements only those parts that I'm currently using.

Planned:

- Wrapping textures etc.

- Automatic state handling. (If you enable something it's automatically disabled when going out of scope of using statement).

I admit I'm going pretty much over the original scope of just creating the interop layer for ES 2.
[Windows Mobile Software Development] KDG3737:
Gl_compile_status

trying to P/Invoke on omnia2, having the problem that GL_COMPILE_STATUS returns 0 no matter what I do, tried with byte* and IntPtr[], here's some of my code:

[DllImportAttribute(Global.gldll, EntryPoint = "glShaderSource")]

unsafe public static extern void glShaderSource(uint shader, int count, byte* str, int* length);

[DllImportAttribute(Global.gldll, EntryPoint = "glShaderSource")]

unsafe public static extern void glShaderSource2(uint shader, int count, IntPtr[] str, int* length);

[DllImportAttribute(Global.gldll, EntryPoint = "glShaderSource")]

unsafe public static extern void glShaderSource3(uint shader, int count, byte* str, IntPtr length);

[DllImportAttribute(Global.gldll, EntryPoint = "glShaderSource")]

unsafe public static extern void glShaderSource4(uint shader, int count, IntPtr[] str, IntPtr length);

string vShaderString = @"

attribute vec4 vPosition;

void main()

{

gl_Position = vPosition;

}";

ps = GL.glCreateShader(GL.GL_VERTEX_SHADER);

int length;

string[] ssrc = new string[] { vShaderString }; //getResource("fragmentshader.txt") };

unsafe

{

/**/

byte[] bytes = Encoding.ASCII.GetBytes(ssrc[0] + '\0');

length = bytes.Length - 1;

fixed (byte* pbytes = bytes)

{

GL.glShaderSource3(ps, 1, pbytes, new IntPtr(length));

}

/*/

length = ssrc[0].Length;

IntPtr[] ptrArray = new IntPtr[] { StringToPtrAnsi(ssrc[0]) };

GL.glShaderSource4(ps, 1, ptrArray, new IntPtr(length ));

Marshal.FreeHGlobal(ptrArray[0]);

/**/

}

GL.glCompileShader(ps);

int[] stat = new int[1];

int[] inflog = new int[1];

int[] ssrclength = new int[1];

unsafe

{

fixed (int* pstat = stat)

{

GL.glGetShaderiv(ps, GL.GL_COMPILE_STATUS, pstat);

}

fixed (int* pinflog = inflog)

{

GL.glGetShaderiv(ps, GL.GL_INFO_LOG_LENGTH, pinflog);

}

fixed (int* pssrclength = ssrclength)

{

GL.glGetShaderiv(ps, GL.GL_SHADER_SOURCE_LENGTH, pssrclength);

}

/* int length;

StringBuilder b = new StringBuilder();

fixed (int* plength = &length)

{

GL.glGetShaderInfoLog(ps,

}

* */

}

// vs = GL.glCreateShader(GL.GL_FRAGMENT_SHADER);

anything else I can try? maybe someone could post a working example for the HD2 I can try on omnia2?
[Windows Mobile Software Development] saeros:
forgot

Damn, sorry about this.

I did finish something that works. I'll check where I dumped the code and post it here too.

Have you tried reading the shader error log?
[Windows Mobile Software Development] KDG3737:
that's fast...

can't read the info log as GL_INFO_LOG_LENGTH returns 0 as well
[Windows Mobile Software Development] Phippu:
Got it

I'm nearly done, ogles 2.0 is running with my Tigre engine! I'll update my SDK as soon as its ready...
[Windows Mobile Software Development] saeros:
I'm also finally releasing the source today. When I get home from work I will be pushing the source to the codeplex.

Sorry for taking so long but there just wasn't enough time...
[Windows Mobile Software Development] saeros:
First rough draft version up

Okay I've finally packaged it up. It's very rough but at least the sample application provided is working.

You can get the sources from http://oglesv2cf.codeplex.com/.

Tested on HTC HD 2 with latest official ROM.
[Windows Mobile Software Development] Phippu:
Great! Mine is working too, I'll release it as soon as it is fully integrated into the rest of tigre. This may be interesting for ogles 2 developement...
[Windows Mobile Software Development] saeros:
Future

My next step will be validating the interop code for getting precompiled shaders running. AMD has provided extensions for Z430 which allow loading of precompiled shaders but I haven't really tested this yet. Also making a high level API like XNA is planned for future development.

As long as my main device is WM 6.X based I will continue developing the interop/wrapping library.
[Windows Mobile Software Development] Phippu:
Have you found a shader compiler for the z430?
[Windows Mobile Software Development] saeros:
Nope but you should be able to export the compiled shader and use the GL extensions to save the compiled binary to a file.

I haven't tested this yet but at least the API is there.
[Windows Mobile Software Development] Phippu:
I haven't found any api call for that, or is this call not part of the standart gles2 api? By the way, I have already started with a high level framework, it will support gles2 in the next few days.
[Windows Mobile Software Development] Phippu:
So, here are the first screenshots from the next demo that shows bump mapping compined with blinn shading:-) Still very basic, but some more eyecandy...