DoJa

No match found.
Please refer to the Japanese page.

http://www.mascotcapsule.com/ja/alldata/samples/index.php

BREW for KDDI

No match found.
Please refer to the Japanese page.

http://www.mascotcapsule.com/ja/alldata/samples/index.php

BREW - MascotCapsule V3 (other than KDDI)

This is a collection of basic rendering samples for BREW - MascotCapsule V3.

Basic rendering

SoftBank

No match found.
Please refer to the Japanese page.

http://www.mascotcapsule.com/ja/alldata/samples/index.php

MIDP + com.mascotcapsule package (MascotCapsule V3 API)

This is a collection of basic rendering samples for MIDP + com.mascotcapsule package (MascotCapsule V3 API).
Supported environment: Sony Ericsson handsets, WILLCOM handsets

Basic rendering

M3G 1.0/1.1 ( JSR184 )

This is a collection of basic rendering samples for M3G 1.0/1.1 (JSR184).

Basic rendering



BREW - MascotCapsule V3 (other than KDDI)

Samples are available for BREW- MascotCapsule V3.
Sample data is downloadable from the following links:

Basic rendering

Title Summary
Memory allocator and input stream How to implement the allocator that allocates the memory, and the stream that loads the data
Rendering a 3D model How to render a basic 3D model
Semi-transparency using BlendHalf How to render a model semi-transparently
Additive and subtractive blending effects How to render the effects similar to smokes and lightning
Switching the animation data How to switch the model's animation during rendering
Switching the pattern using dynamic polygons How to render a model by specifying multiple patterns in the model data
Lighting How to use ambient light and directional light
Shading How to create shadows on the model
Using the environment map How to use the sphere mapping
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
Rendering the primitives How to render primitives using the low level API
Suspend and Resume processes How to use Suspend process and Resume process

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MIDP + com.mascotcapsule package (MascotCapsule V3 API)

Samples are available for MIDP + com.mascotcapsule package (MascotCapsule V3 API).
Sample data is downloadable from the following links:

Supported environment: Sony Ericsson handsets, WILLCOM handsets

Basic rendering

Title Summary
Rendering a 3D mode How to render a basic 3D model
Semi-transparency using BlendHalf How to render a model semi-transparently
Additive and subtractive blending effects How to render the effects similar to smokes and lightning
Switching the animation data How to switch the model's animation during rendering
Switching the pattern using dynamic polygons How to render a model by specifying multiple patterns in the model data
Lighting How to use ambient light and directional light
Shading How to create shadows on the model
Using the environment map How to use the sphere mapping
Rendering the primitives How to render primitives using the low level API
Reducing the texture distortion How to reduce distortion by dividing the polygons
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
Coordinate systems and the camera Coordinate systems, transformation, and the camera setting
Projection methods How to use parallel projection and perspective projection

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M3G 1.0/1.1 ( JSR184 )

Samples are available for M3G 1.0/1.1 (JSR184).
M3G 1.0/1.1 is one of the MascotCapsule V4 API sets.
Sample data is downloadable from the following links:

Basic rendering

Title Summary
What is a scene graph? Brief summary of a scene graph
Rendering 3D graphics( Retained mode ) How to render basic 3D graphics using M3G
Obtaining a node from the scene graph How to obtain a node from the scene graph
Rendering 3D graphics( Immediate mode ) How to render 3D graphics using the Immediate mode
Building a scene graph How to build a scene graph
Using the Transformable class How to operate the Transformable class
Coordinate systems and the camera M3G coordinate systems, transformation, and the camera setting
Projection methods How to use parallel projection and perspective projection
Lighting How to use the light
Blending mode How to render a model semi-transparently
Fog How to render the effect similar to a foggy atmosphere
Controlling the animation How to control the animation using the AnimationController class
Replacing the texture How to directly replace a texture in the model data
Perspective correction How to render with the consideration of not only the width and height of textures, but also the three-dimensional depth
Rendering the primitives How to render primitives by specifying the vertices of each polygon
LookAt ( Immediate mode ) How to obtain a view transformation matrix using the camera position and lookat-point, in the Immediate mode
LookAt ( Retained mode ) How to obtain a view transformation matrix using the camera position and lookat-point, in the Retained mode

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