Treffer: Mobile Java & 3D Apps.
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This article examines the three-dimensional (3D) application program interface (API) for managing real-time rendering of 3D graphics on a mobile phone and shows how to use a few of their capabilities. The two 3D API on Sony Ericsson mobile phones are HI Corporation's Mascot Capsule Micro3D Version 3, and Java Specification Request (JSR) 184, which describes the Mobile 3D Graphics API for the Java 2 Mobile Edition (J2ME). Mascot Capsule V3 consists of an enhanced rendering engine and Java extension that exposes its proprietary API for use on the J2ME platform. The rendering engine uses 32-bit integer arithmetic operations exclusively, thus, rendering functions do not require any graphic acceleration hardware or a floating-point math coprocessor. A side effect of this is that 3D programmers must pass all coordinate data and API arguments to Mascot Capsule V3 as integers within the range of zero. The JSR 184 implementation consists of API classes and a rendering engine. It also supports both retained and immediate modes of operation. To add 3D capabilities to mobile applications, one simply add 3D API calls to the source code. No special linking or postprocessing is required. Step one is to assemble or import the cast of 3D models. Next, assign visual attributes for the models and set up any texture maps. With the cast of models and their appearances prepared, now it is onto step three to arrange the point of view for the scene. Then, add lighting and effects to the stage. It is time to specify the viewing geometry or projection model of the 3D space for step five.