Java Reference
In-Depth Information
startTime = System.currentTimeMillis() - mWorldStartTime;
mWorld.animate((int)startTime);
mGraphics3D.bindTarget(g);
mGraphics3D.render(mWorld);
mGraphics3D.releaseTarget();
flushGraphics();
try {Thread.sleep(100); }
catch(InterruptedException ie){
}
}
} // of while
}
private void cameraForward() {
mCam.translate(0f, 0f, 0.2f);
}
private void cameraBackward() {
mCam.translate(0f, 0f, -0.2f);
}
private void cameraLeft() {
mCam.translate(-0.2f, 0f, 0f);
}
private void cameraRight() {
mCam.translate(0.2f, 0f, 0f);
}
}
You can write the MIDlet container class yourself, or download it from http://
www.apress.com/ .
Loading a Retained Mode 3D World
RetainedCanvas is a subclass of GameCanvas . This MIDlet takes advantage of GameCanvas 's easy
key polling and the simple rendering loop.
To load the retained mode world, an M3G Loader class is used. The sole purpose of a Loader is
to load in and reconstitute an instance of an Object3D subclass. Object3D subclasses include
many of the objects you've encountered, such as VertexBuffer , VertexArray , Material ,
PolygonMode , and so on. World is also an Object3D subclass.
A World is a complete serialized 3D world, including all the 3D objects, transformation,
light, camera, animation, etc.
Also, a World is a specialized Group , another M3G class. A Group can contain multiple other
Node s. A Node can be a Camera , Mesh , Light , Group , or Sprite3D . This forms the data structure that
Search WWH ::




Custom Search