Specifications
Developers guidelines | 3D graphics with Java ME
18 June 2010
directly accessing it via its native Micro3D Ver.3 API or alternatively through the JVM
via JSR-184 API. The 3D engine executes in parallel with the mobile phone JVM, as
shown in the figure below, to render the 3D image.
No special operations are required to display 3D content with Mascot Capsule
Micro3D Ver.3. Simply add calls to its 3D APIs within the Java application.
A developer is not required to do anything special to add 3D capabilities to a
Java ME platform MIDlet. Any Java tool preferred by the developer can be used to
create MIDlets to craft 3D applications. The 3D engine is accessed via calls to the 3D
APIs. No special linking or other post processing is necessary.
Micro3D Ver.3 features
The Micro3D Ver.3 engine has been used in a number of mobile devices around the
world. As a consequence, the 3D engine is based on robust, field-tested code. The
Micro3D Ver.3 engine performs all graphics operations using 32-bit integers. In short,
the engine does not require floating-point hardware or graphics accelerators to
function.
A few of the capabilities that the Micro3D Ver.3 engine offers to the Sony Ericsson
developer are:
• The ability to access, compose, and display complex 3D objects stored in a
resource
• Define surface characteristics for 3D objects such as shading, transparency, and
texture maps
• Manipulate objects, such as rotating, scaling, or moving them
• Animation support
These capabilities are discussed later in this document. More information regarding the
Mascot Capsule engine can be found at: http://www.mascotcapsule.com/
.