JSR 184 
Mobile 3D Graphics API for J2ME TM 

.....

2.4 Why isn't this need met by existing specifications?

Current proposals for integration of 3D into a Java environment are
unsuitable for constrained devices due to ROM footprint, RAM size, or
processor power requirements. They cannot be adopted as such for embedded
devices. Instead, one must either design a new API for the embedded
environment, or modify a subset of an existing API. 

Specific ongoing JSRs in the J2ME arena which are related include: 

JSR-134 - Gaming API is designed and optimised for gaming, targeting the CDC
platform. While 3D is useful for games, it is not useful only for games and
thus we view JSR-134 as complementary, not competing. By concentrating on
interactive 3D graphics only, rather than on game-specific mechanisms, we
hope to keep this JSR small, focussed, and independent of the feature set
implemented in JSR-134. 

JSR-135 - Mobile Media API is a high-level control API for different media
types, and it does not address interactive 3D graphics. We feel that
although high-level playback control of 3D content could be provided by
JSR-135 in the future, that specification is not suitable for providing core
3D graphics functionality. Therefore, a separate JSR is needed. 
Outside the J2ME arena, the following JSRs are related: 

JSR-148 - 3D Media Utilities addresses volumetric imaging and 3D vector
math. The volumetric imaging part of the JSR are not relevant to this JSR,
because lightweight 3D content will be represented as polygonal data rather
than volumetric data. The vector math package of JSR-148 should be used at
least as a reference if similar functionality is to be defined within the
proposed JSR. However, on the target platform the vector operations will in
practice be mostly embedded within the implementation?s native code, for
speed reasons. 

JSR-912 - Java 3D is very large by J2ME standards. It is unclear whether
even a ?cut down? version of JSR-912 would perform efficiently on the
smallest platforms, given the design assumptions made for Java 3D.


Cheers,

Florin



-----Urspr�ngliche Nachricht-----
Von: karen smetana [mailto:[EMAIL PROTECTED]
Gesendet: Dienstag, 10. Juni 2003 23:10
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] j2me+java 3d


as i understand it, JSR-184 the soon to be released 3d graphics API for
J2Me, uses a subset of (Java 3D?) scenegraph linguistics with opengl
bindings.

is there any proof that java 3d can NOT be run on an emulator or embedded
device?  i haven't figured it out, and i have never seen it done before, but
is there proof positive that it can't/can be done?

thank you everyone:)

Several applications have been identified for the Java Mobile 3D Graphics
API (JSR-184), including games, map visualization, user interfaces, animated
messages, product visualization, and screen savers. Each of these has
different needs: some require simple content creation, some require high
polygon throughput, yet others require high quality still images with
special effects. To meet this wide spectrum of different needs, the API
supports both high-level scene graph based rendering as well as immediate
mode rendering in the API. You can use either one, or both at the same time,
depending on the task at hand. The features of the immediate mode (or
low-level) part of the API are aligned with the OpenGL ES API (standardized
by Khronos).
(http://servlet.java.sun.com/javaone/sf2003/conf/sessions/display-2472.en.js
p)



>From: Phil Chu <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] j2me+java 3d
>Date: Tue, 10 Jun 2003 12:02:37 -0700
>
>J2ME is a subset of J2SE and is missing facilities like floating-point
>support. So I seriously doubt it.
>
>-Phil
>
>karen smetana wrote:
>>i realize that the new jsr-184 java library soon to come is the solution
>>for
>>3d graphics on wireless/embedded devices, but, and maybe this is super
>>dumb
>>to ask, but can i run a java 3d application on the j2me wireless emulator?
>>i was thinking that theoretically as long as you had java and the java 3d
>>library present, you could do it.  what does everyone think?  can you run
>>java 3d on any wireless devices?
>>thanks,
>>karen
>>
>>_________________________________________________________________
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=
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>
>
>--
>Phil Chu
>[EMAIL PROTECTED]
>http://www.technicat.com/
>
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