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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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