Press Release
Mascot Capsule Engine Micro3D Edition Ver.4
outline of functions
Engine specification of
"Mascot Capsule Engine Micro3D Edition Ver.4" |
| CPU |
Capable of 32-bit integer operations at a clock speed of 150MHz.
(*) Floating point operations are not required. |
| Memory |
75-180KB required for the engine. |
| Additional functions available on Ver. 4 |
| High-Level API |
Mascot Capsule Ver.3 and Ver.4 (JSR-184 [Mobile 3D API for Java]) are available. The Ver.4 API supports a scenegraph of models including V3 Figures and JSR-184 Meshes, MorphingMeshes and SkinnedMeshes. |
| Low-Level API |
OpenGL-ES and Mascot Capsule Ver.3 low-level API are available. |
| Scenegraph |
includes geometry objects, lights and cameras. A complete scene can easily created in a modelling tool and displayed with a very simple program. |
| MorphingMesh |
An object described by a MorphingMesh has a base shape and several target shapes. The actual shape displayed can be blend of the base and targets. |
| SkinnedMesh |
Similar to a Figure. Vertex positions can be affected by more than bone (joint transform) allowing better skin deformation around joints. Applications can read and modify the joint transforms. |
| Mesh |
Simple triangle mesh for objects that do not need to be animated. |
| Lights |
Multiple lights are supported. Lights can be Ambient, Directional, Point or Spot. Lights can be any color. |
| Cameras |
can use standard parallel or perspective projection modes. a generic custom projection matrix is also supported. |
| Textures |
Up to 256x256 pixels, paletted or unpaletted images can be used. Textures can be RGB, RGBA, Alpha or luminance. |
| Tiling Textures |
a small texture can be repeated over a large surface without distortion. Repeated patterns, such as a brick wall can be created, while saving memory. |
| Perspective Corrected Textures |
textures can be perspective corrected so the pattern accurately becomes smaller as a polygon receds into the distance. |
| Multitexturing |
some configurations support multiple textures per polygon. |
| Animation |
Almost any property of any object can be animated via keyframe sequences including positions, colors, light and camera parameters. |
| Interpolators |
Linear, spline, squad, slerp and step interpolators can be used to interpolate values between keyframes. These allow better control over animation paths with fewer keyframes. |
| Single File |
all objects and animation including the pixels of texture images, can included in a loaded from a single file. Separate files may be used, if desired. |
- Mascot Capsule is a registered trademark of HI CORPORATION.
- The names of other products and companies mentioned herein may be trademarks or registered trademarks of their respective owners.
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