| Title | Summary | |
|---|---|---|
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Memory allocator and input stream |
How to implement the allocator that allocates the memory, and the stream that loads the data |
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Rendering a 3D model |
How to render a basic 3D model |
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Semi-transparency using BlendHalf |
How to render a model semi-transparently |
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Additive and subtractive blending effects |
How to render the effects similar to smokes and lightning |
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Switching the animation data |
How to switch the model's animation during rendering |
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Switching the pattern using dynamic polygons |
How to render a model by specifying multiple patterns in the model data |
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Lighting |
How to use ambient light and directional light |
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Shading |
How to create shadows on the model |
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Using the environment map |
How to use the sphere mapping |
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Preventing Z-sort rendering mistakes under certain circumstances |
Separately executing the rendering and flush processes, in order to avoid Z-sort rendering mistakes under certain circumstance |
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Rendering the primitives |
How to render primitives using the low level API |
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Suspend and Resume processes |
How to use Suspend process and Resume process |
| Title | Summary | |
|---|---|---|
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Rendering a 3D mode |
How to render a basic 3D model |
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Semi-transparency using BlendHalf |
How to render a model semi-transparently |
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Additive and subtractive blending effects |
How to render the effects similar to smokes and lightning |
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Switching the animation data |
How to switch the model's animation during rendering |
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Switching the pattern using dynamic polygons |
How to render a model by specifying multiple patterns in the model data |
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Lighting |
How to use ambient light and directional light |
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Shading |
How to create shadows on the model |
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Using the environment map |
How to use the sphere mapping |
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Rendering the primitives |
How to render primitives using the low level API |
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Reducing the texture distortion |
How to reduce distortion by dividing the polygons |
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Preventing Z-sort rendering mistakes under certain circumstances |
Separately executing the rendering and flush processes, in order to avoid Z-sort rendering mistakes under certain circumstances |
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Coordinate systems and the camera |
Coordinate systems, transformation, and the camera setting |
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Projection methods |
How to use parallel projection and perspective projection |
| Title | Summary | |
|---|---|---|
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What is a scene graph? |
Brief summary of a scene graph |
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Rendering 3D graphics( Retained mode ) |
How to render basic 3D graphics using M3G |
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Obtaining a node from the scene graph |
How to obtain a node from the scene graph |
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Rendering 3D graphics( Immediate mode ) |
How to render 3D graphics using the Immediate mode |
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Building a scene graph |
How to build a scene graph |
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Using the Transformable class |
How to operate the Transformable class |
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Coordinate systems and the camera |
M3G coordinate systems, transformation, and the camera setting |
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Projection methods |
How to use parallel projection and perspective projection |
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Lighting |
How to use the light |
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Blending mode |
How to render a model semi-transparently |
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Fog |
How to render the effect similar to a foggy atmosphere |
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Controlling the animation |
How to control the animation using the AnimationController class |
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Replacing the texture |
How to directly replace a texture in the model data |
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Perspective correction |
How to render with the consideration of not only the width and height of textures, but also the three-dimensional depth |
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Rendering the primitives |
How to render primitives by specifying the vertices of each polygon |
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LookAt ( Immediate mode ) |
How to obtain a view transformation matrix using the camera position and lookat-point, in the Immediate mode |
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LookAt ( Retained mode ) |
How to obtain a view transformation matrix using the camera position and lookat-point, in the Retained mode |










































