| V3 | V4 | eruption | nano | 3DView package | |||
|---|---|---|---|---|---|---|---|
| Operating environment |
CPU | ARM: ARM7 or above Freescale: i.MX Series Marvell: XScale Qualcomm: MSM6280/6550/7200/7500 etc. Renesas Technology: SH-Mobile etc. Texas Instruments: OMAP 32-bit 100 MHz or above is recommended |
ARM: ARM9 or above Freescale: i.MX Series Marvell: XScale Qualcomm: MSM6280/6550/7200/7500 etc. Renesas Technology: SH-Mobile etc. Texas Instruments: OMAP 32-bit 150 MHz or above is recommended (Capable of running without a floating-point hardware) |
ARM: ARM9 or above Freescale: i.MX Series Marvell: XScale Qualcomm: MSM6280/6550/7200/7500 etc. Renesas Technology: SH-Mobile etc. Texas Instruments: OMAP 32-bit 150 MHz or above is recommended (Capable of running without a floating-point hardware) |
Renesas Technology: H8SX etc.
32-bit 50 MHz or above is recommended | ARM7 or above Note: Varies depending on the 3D representation to be executed. For “rich” 3D representations at QVGA or better output resolution, ARM9 @ 150 MHz or above is recommended (Capable of running without a floating-point hardware) |
|
| Code size | Approx. 100 KB | Approx. 200 KB | Approx. 200 KB | Approx. 70 KB | Approx. 200 KB Note: Only for 3DView package. MascotCapsule (100k) is separately required. Exact size varies depending on the compiler |
||
| Engine work area | Minimum requirement is 300KB, including data load area (1MB or more is recommended.)
Note: The actual required work area varies depending on the content | 2 MB or more is recommended, including data load area Note: The actual required work area varies depending on the content |
2 MB or more is recommended, including data load area Note: The actual required work area varies depending on the content |
40 KB or more is recommended, including data load area Note: The actual required work area varies depending on the content |
Varies depending on the content and output resolution
Note: In addition to the recommended size of 1 MB or more for the content, the buffer is required according to the output resolution |
||
| 3D hardware accelerator | - |
ATI: IMAGEON Imagination Technologies: PowerVR MBX/MBX Lite/SGX NVIDIA: GoForce SMedia: Glamo TAKUMI: GSHARK Toshiba: T4G/T5G Other OpenGL ES compliant 3D accelerators |
ATI: IMAGEON Imagination Technologies: PowerVR MBX/MBX Lite/SGX NVIDIA: GoForce SMedia: Glamo TAKUMI: GSHARK Toshiba: T4G/T5G Other OpenGL ES compliant 3D accelerators |
- | - | ||
| OS/ platforms |
BREW |
Note: It is easy to accommodate the new environment, because environment-dependent processes are separated as the porting layer
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| iPhone | |||||||
| iPod touch | |||||||
| ITRON | |||||||
| Java | |||||||
| Linux | |||||||
| Symbian OS | |||||||
| Windows | |||||||
| Windows CE | |||||||
| Windows Mobile | |||||||
| 3D authoring tools |
3ds Max 9.0/2008/2009/2010 Maya 2009/2010/2011 LightWave3D 7.5 or later Softimage 7.5/2010, etc. |
3ds Max 9.0/2008/2009/2010 Maya 8.5/2008/2009/2010 LightWave3D 7.5 or later Softimage 7.5/2010 |
3ds Max 2009/2010/2011 Maya 2009/2010/2011 Softimage 7.5/2010 LightWave3D 7.5 or later |
3ds Max 9.0/2008/2009/2010 Maya 2009/2010/2011 LightWave3D 7.5 or later Softimage 7.5/2010, etc. |
3ds Max 9.0/2008/2009/2010 Maya 2009/2010/2011 LightWave3D 7.5 or later Softimage 7.5/2010, etc. |
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| 2D authoring tools | - | - |
Photoshop 7.0 or later OPTPiX iMageStudio5.0/6.0, OPTPiX imesta 7.0 |
- | - | ||
| V3 | V4 | eruption | nano | ||
|---|---|---|---|---|---|
| Rendering | Parallel projection | ||||
| Perspective projection | |||||
| Perspective correction | |||||
| Two-sided polygon | |||||
| Z-sort | |||||
| Z-buffer | |||||
| Lightin | Multiple lights | ||||
| Light source color | |||||
| Directional light | |||||
| Ambient light | |||||
| Spot light | |||||
| Omnidirectional light | |||||
| Material | Semi-transparent polygon | ||||
| Alpha blending | |||||
| Transparent polygon | |||||
| Multiple textures | |||||
| Environment mapping using multiple textures | |||||
| Shadow generation using shadow projection | |||||
| Bump mapping | |||||
| Texture tiling | |||||
| Texture animation by switching polygons | |||||
| UV animation | |||||
| Polygon color | |||||
| Vertex color | |||||
| Animation/ model control |
Bone weight | ||||
| Morphing | |||||
| Motion blending | |||||
| Camera/light animation | |||||
| Detachable items | |||||
| Animation data sharing | |||||
| Special effect | Fog | ||||
| Particle effects |