JSR-184 Public Review Draft - Apr. 30, 2003.

Uses of Package
javax.microedition.m3d

Classes in javax.microedition.m3d used by javax.microedition.m3d
AnimationController
          A set of methods for controlling multiple AnimationTracks as one.
AnimationTrack
          AnimationTrack associates a KeyframeSequence with an animatable property, and an AnimationController that controls the sequence.
Appearance
          Appearance defines attributes that are needed for rendering a Mesh or Sprite.
Background
          Attributes for clearing the color buffer.
Camera
          Camera defines parameters for projecting the 3D world to the display.
CompositingMode
          An Appearance component encapsulating per-pixel compositing attributes.
Fog
          An Appearance component encapsulating attributes for fogging.
GeometryMode
          An Appearance component encapsulating polygon-level attributes.
Graphics3D
          A singleton 3D graphics context that can be bound to a rendering target.
Group
          The Group node stores an unordered set of nodes as its children in the scene graph.
Image2D
          A two-dimensional image that can be used as a texture, background or sprite image.
IndexBuffer
          IndexBuffer defines how to connect vertices in a VertexBuffer to form 3D surface primitives, such as triangles.
KeyframeSequence
          KeyframeSequence encapsulates animation data as a sequence of time-stamped, vector-valued keyframes.
Light
          The Light node represents different kinds of light sources.
Material
          An Appearance component encapsulating material attributes for lighting computations.
Mesh
          Mesh is a renderable 3D geometry object, defined as a polygonal surface.
Node
          An abstract base class for scene graph nodes, that is, instances of objects in a scene graph.
Object3D
          An abstract base class for all objects that can be part of a 3D world.
RayIntersection
          A RayIntersection object is filled in by the pick methods in Group and Camera.
Texture2D
          An Appearance component encapsulating a two-dimensional texture image and a set of attributes specifying how the image is to be applied on submeshes.
Transform
          A generic 4x4 floating point matrix, representing a transformation.
VertexArray
          An array of integer vectors representing vertex positions, normals, colors, or texture coordinates.
VertexBuffer
          VertexBuffer holds references to VertexArrays that contain the positions, colors, normals, and texture coordinates for a set of vertices.
World
          A top-level container for scene graphs.
 


JSR-184 Public Review Draft - Apr. 30, 2003.

Copyright © 2003 Nokia Corporation. See the Copyright Notice for details.