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Uses of Package javax.microedition.m3g (Mobile 3D Graphics API (M3G))
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<EM><B>Nov 19, 2003</B></EM></EM>
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<B>Uses of Package<br>javax.microedition.m3g</B></H2>
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Classes in <A HREF="../../../javax/microedition/m3g/package-summary.html">javax.microedition.m3g</A> used by <A HREF="../../../javax/microedition/m3g/package-summary.html">javax.microedition.m3g</A><TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../javax/microedition/m3g/class-use/AnimationController.html#javax.microedition.m3g"><B>AnimationController</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Controls the position, speed and weight of an animation sequence.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/AnimationTrack.html#javax.microedition.m3g"><B>AnimationTrack</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Associates a KeyframeSequence with an AnimationController and ananimatable property.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Appearance.html#javax.microedition.m3g"><B>Appearance</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A set of component objects that define the rendering attributes ofa Mesh or Sprite3D.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Background.html#javax.microedition.m3g"><B>Background</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines whether and how to clear the viewport.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Camera.html#javax.microedition.m3g"><B>Camera</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A scene graph node that defines the position of the viewer in the sceneand the projection from 3D to 2D.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/CompositingMode.html#javax.microedition.m3g"><B>CompositingMode</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An Appearance component encapsulating per-pixel compositing attributes.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Fog.html#javax.microedition.m3g"><B>Fog</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An Appearance component encapsulating attributes for fogging.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Graphics3D.html#javax.microedition.m3g"><B>Graphics3D</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A singleton 3D graphics context that can be bound to a rendering target.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Group.html#javax.microedition.m3g"><B>Group</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A scene graph node that stores an unordered set of nodes as itschildren.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Image2D.html#javax.microedition.m3g"><B>Image2D</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A two-dimensional image that can be used as a texture, background or spriteimage.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/IndexBuffer.html#javax.microedition.m3g"><B>IndexBuffer</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines how to connect vertices to form a geometric object.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/KeyframeSequence.html#javax.microedition.m3g"><B>KeyframeSequence</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Encapsulates animation data as a sequence of time-stamped, vector-valuedkeyframes. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Light.html#javax.microedition.m3g"><B>Light</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A scene graph node that represents different kinds of light sources.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Material.html#javax.microedition.m3g"><B>Material</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An Appearance component encapsulating material attributes forlighting computations. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Mesh.html#javax.microedition.m3g"><B>Mesh</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A scene graph node that represents a 3D object defined as apolygonal surface.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Node.html#javax.microedition.m3g"><B>Node</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An abstract base class for all scene graph nodes.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Object3D.html#javax.microedition.m3g"><B>Object3D</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An abstract base class for all objects that can be part of a 3Dworld. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/PolygonMode.html#javax.microedition.m3g"><B>PolygonMode</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An Appearance component encapsulating polygon-level attributes. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/RayIntersection.html#javax.microedition.m3g"><B>RayIntersection</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A RayIntersection object is filled in by the <code>pick</code> methods inGroup. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Texture2D.html#javax.microedition.m3g"><B>Texture2D</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An Appearance component encapsulating a two-dimensional texture image anda set of attributes specifying how the image is to be applied on submeshes.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Transform.html#javax.microedition.m3g"><B>Transform</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A generic 4x4 floating point matrix, representing a transformation.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/Transformable.html#javax.microedition.m3g"><B>Transformable</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An abstract base class for Node and Texture2D, defining commonmethods for manipulating node and texture transformations.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/VertexArray.html#javax.microedition.m3g"><B>VertexArray</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An array of integer vectors representing vertex positions, normals,colors, or texture coordinates.</TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/VertexBuffer.html#javax.microedition.m3g"><B>VertexBuffer</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;VertexBuffer holds references to VertexArrays that contain the positions,colors, normals, and texture coordinates for a set of vertices. </TD>
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<TD><B><A HREF="../../../javax/microedition/m3g/class-use/World.html#javax.microedition.m3g"><B>World</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A special Group node that is a top-level container for scene graphs.</TD>
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<EM><B>Nov 19, 2003</B></EM></EM>
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