Motorola maxx V6 manual Draft Subject to Change 103/201, M3G Application Methods

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Java ME Developer Guide

Chapter 13 - JSR-184 - Mobile 3D Graphics API

Figure 7 M3G Application Methods

The World object contains the objects that define a complete 3D scene - geometry, textures, lights, cameras, and animations. The World object mediates access to the objects within the world. It can be passed as a block to the renderer, the Graphics3D class.

The Loader object, populates a World by loading an M3G file from a URI or other asset source, such as a buffer of bytes in M3G format. The Loader is not restricted to loading just Worlds, each file can contain as little as a single object and multiple files can be merged together on the device, or you can put everything into a single file.

The rendering class Graphics3D (by analogy to the MIDP Graphics class) takes a whole scene (or part of a scene graph), and renders a view onto that scene using the current camera and lighting setup. This view can be to the screen, to a MIDP image, or to a texture in the scene for special effects. You can pass a whole world in one go (retained mode) or you can pass individual objects (immediate mode). There is only one Graphics3D object present at one time, so that hardware accelerators can be used.

Figure 8 shows the structure of a more typical MIDlet.

DRAFT - Subject to Change [103/201]

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Motorola maxx V6 manual Draft Subject to Change 103/201, M3G Application Methods