Specifications
Developers guidelines | 3D graphics with Java ME
17 June 2010
The 3D engines
The following 3D engines are supported on the Sony Ericsson phones in this
document:
• Mascot Capsule Engine Version 3, hereafter referred as “Micro3D Ver.3”
Not supported on Sony Ericsson Windows Mobile Java platform and Sony Ericsson
Symbian OS Java platform
• The mobile standards Mobile 3D Graphics API for the Java ME platform, hereafter
referred as “JSR-184”. On Sony Ericsson Java Platforms JP-3 to JP-7, Sony
Ericsson Windows Mobile Java platform and Sony Ericsson Symbian OS Java
platform, Mascot Capsule V4 is used to implement JSR-184.
On JP-8 and higher, JSR-184 is based on a hardware accelerated Nvidia (fomerly
Hybrid) implementation.
• Sony Ericsson feature phones on JP-8 platform or higher and phones on Sony
Ericsson Symbian OS Java platform 5.0 or higher support JSR-239 – Java binding
for the OpenGL® ES API, allowing rendering of low-level graphical objects in Java
ME.
Feature phones on JP-8.5 and higher also support the OpenGL ES 1.1 extension
pack.
Phones on Sony Ericsson Symbian OS Java platform 5.0 or higher, except early
released Satio™ phones, support OpenGL ES 1.0.
The 3D engines consist of a compact software engine that renders real-time 3D
graphics within memory and processing power constraints of the phone platform.
Note: JSR-184 is also enabled in the S302 and W302 series. The W302 series also
supports Mascot Capsule Ver. 3.
Java ME integration
In the following text the term "3D engine" refers to either the standard JSR-184 or the
Micro3D Ver.3 engine.
The Mascot Capsule 3D graphics engine is integrated seamlessly with the Java ME
platform offered in Sony Ericsson phones. To write a 3D MIDlet, first design its control
logic and graphics algorithms in Java. Manipulate the 3D engine from a midlet by