Specifications

Developers guidelines | 3D graphics with Java ME
35 June 2010
References
Useful links
Sony Ericsson Developer World (http://www.sonyericsson.com/developer)
Mascot Capsule Toolkit for Sony Ericsson phones
(http://www.mascotcapsule.com/toolkit/sony_ericsson
)
Mascot Capsule Micro3D V4 - m3g Tools and Plug-ins
(http://www.mascotcapsule.com/M3G/download/e_index.html
)
Mobile 3D Graphics API for the Java ME platform (JSR-184)
(http://www.jcp.org/en/jsr/detail?id=184
)
Java binding for the OpenGL ES API (JSR-239)
http://www.jcp.org/en/jsr/detail?id=239
Discreet 3ds max (http://www4.discreet.com/3dsmax/)
Newtek Lightwave 7.5 (http://www.newtek.com/products/lightwave/product/7.5/
)
Sony Ericsson 3D Knowledge
Base
Sony Ericsson phones offer hardware based 3D support through Mascot Capsule
technology. Mascot Capsule delivers 3D support in two flavours, version 4 and version
3, which provides JSR-184 and a high performance proprietary API respectively.
This knowledge base attempts to provide an extensive list of answers to common
questions encountered when developing 3D content that uses Mascot Capsule
technology.
General
Q: The Sony Ericsson phones use Mascot Capsule as a 3D engine, how accurately is
this reflected in the SDK?
A: The emulator uses only a slightly modified version of Mascot Capsule designed for
use on a desktop environment. In essence the accuracy is very high.
Q: Is correct timing for 3D applications implemented in the emulator?