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This code sample is named tut04_lights. It is the fourth in a series of tutorials on using Direct3D Mobile. It demonstrates 3D rendering with dynamic lighting.

Feature Area

Relevant APIs


To run the code sample
  1. Navigate to the solution file (*.sln), and double-click it. By default, the solution file is copied to the following folder:

    C:\Program Files\Windows Mobile 6.5.3 DTK\Samples\PocketPC\CPP\win32\directx\d3dm\tutorials\tut04_lights

    Microsoft Visual Studio launches and loads the solution.

  2. Build the solution (Ctrl+Shift+B).

  3. Deploy the solution (F5).


The tut04_lightscode sample is an extension of tut03_matrices.

To use lighting in Direct3D Mobile, you must create one or more "lights," setup a "material," and make sure the geometry contains "surface normals."

Lights can have position, color, and be of a certain type such as directional (light comes from one direction) or point (light comes from a specific x, y, z coordinate and radiates in all directions).

Materials describe the surface of the geometry — specifically, how it gets light (diffuse color, ambient color, etc.).

Surface normals are part of a vertex, and are needed for the Direct3D Mobile's internal lighting calculations.

Development Environments

Pocket PC SDK:Windows Mobile Professional SDK 

Development Environment:Visual Studio 2005 or 2008.

ActiveSync:Version 4.5.

See Also