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<A NAME="setCamera(javax.microedition.m3g.Camera, javax.microedition.m3g.Transform)"><!-- --></A><H3>
setCamera</H3>
<PRE>
public void <B>setCamera</B>(<A HREF="../../../javax/microedition/m3g/Camera.html">Camera</A>&nbsp;camera,                      <A HREF="../../../javax/microedition/m3g/Transform.html">Transform</A>&nbsp;transform)</PRE>
<DL>
<DD><p>Sets the Camera to use in subsequent immediate mode rendering. The given transformation is from the Camera's local coordinate system (camera space) to the world space. The transformation is copied in, so any further changes to it will not be reflected in this Graphics3D. The node transformation of the Camera is ignored. If the Camera has any ancestors, they are also ignored.</p> <p>The scope of the Camera is respected when rendering. The rendering enable flag of the Camera is ignored, as always.</p>  <p>The given camera-to-world transformation must be invertible in order that the model-to-camera (or "modelview") transformation for each rendered object and light source can be computed.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>camera</CODE> - the Camera to bind for immediate mode rendering, or null        to unbind the current camera<DD><CODE>transform</CODE> - the transformation from the local coordinate system of        <code>camera</code> to world space, or null to indicate the        identity matrix<DT><B>Throws:</B><DD><CODE>java.lang.ArithmeticException</CODE> - if <code>transform</code> is not invertible</DL>
</DD>
</DL>
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<A NAME="setLight(int, javax.microedition.m3g.Light, javax.microedition.m3g.Transform)"><!-- --></A><H3>
setLight</H3>
<PRE>
public void <B>setLight</B>(int&nbsp;index,                     <A HREF="../../../javax/microedition/m3g/Light.html">Light</A>&nbsp;light,                     <A HREF="../../../javax/microedition/m3g/Transform.html">Transform</A>&nbsp;transform)</PRE>
<DL>
<DD><p>Binds or unbinds a Light for subsequent immediate mode rendering. The given transformation is from the Light's local coordinate system to the world space. Note that the transformation need not be invertible. The transformation is copied in, so any further changes to it will not be reflected in this Graphics3D. The node transformation of the Light is ignored. If the Light has any ancestors, they are also ignored.</p> <p>The scope and rendering enable flag of the Light are respected when rendering.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>index</CODE> - index of the light to set<DD><CODE>light</CODE> - the Light to set, or null to remove the light at        <code>index</code><DD><CODE>transform</CODE> - the transformation from the local coordinate system        of <code>light</code> to world space, or null to indicate the        identity matrix<DT><B>Throws:</B><DD><CODE>java.lang.IndexOutOfBoundsException</CODE> - if <code>(index &lt; 0) || (index         &gt;= N)</code> where N is the number of lights added to the         array since it was last reset by <code>resetLights</code></DL>
</DD>
</DL>
<HR>

<A NAME="addLight(javax.microedition.m3g.Light, javax.microedition.m3g.Transform)"><!-- --></A><H3>
addLight</H3>
<PRE>
public int <B>addLight</B>(<A HREF="../../../javax/microedition/m3g/Light.html">Light</A>&nbsp;light,                    <A HREF="../../../javax/microedition/m3g/Transform.html">Transform</A>&nbsp;transform)</PRE>
<DL>
<DD><p>Binds a Light to use in subsequent immediate mode rendering.</p> <p>This method is identical to <code>setLight</code>, except that the Light is inserted at the end of the lights array. The light is always inserted at the very end, regardless of whether there are empty (null) slots at lower indices. The index of the slot in which the Light is inserted is returned to the application.  The returned indices are guaranteed to be strictly increasing, until <code>render(World)</code> or <code>resetLights</code> is called.</p> <p>The index of the added Light is guaranteed to remain the same until the light is either removed using <code>setLight</code>, or the lights array is overwritten by <code>render(World)</code>, or the array is explicitly cleared with <code>resetLights</code>.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>light</CODE> - the Light to add at the end of the array of current lights<DD><CODE>transform</CODE> - the transformation from the local coordinate system        of <code>light</code> to world space, or null to indicate the        identity matrix<DT><B>Returns:</B><DD>the index at which the Light was inserted in the array<DT><B>Throws:</B><DD><CODE>java.lang.NullPointerException</CODE> - if <code>light</code> is null</DL>
</DD>
</DL>
<HR>

<A NAME="resetLights()"><!-- --></A><H3>
resetLights</H3>
<PRE>
public void <B>resetLights</B>()</PRE>
<DL>
<DD><p>Clears the array of current Lights.</p>
<P>
<DD><DL>
</DL>
</DD>
</DL>
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<A NAME="getProperties()"><!-- --></A><H3>
getProperties</H3>
<PRE>
public static final java.util.Hashtable <B>getProperties</B>()</PRE>
<DL>
<DD><p>Retrieves implementation specific properties. The properties are stored in a Hashtable that is keyed by String values. The Hashtable will always contain the entries listed in the table below, but there may also be other entries specific to each implementation.</p> <p>The third column shows for each property the baseline requirement that all implementations must satisfy. The actual value returned may be equal to or greater than the baseline requirement.</p> <blockquote> <table border cellpadding=3> <tr> <th>Key (String)</th> <th>Value type</th> <th>Minimum requirement</th> <th>Description</th> </tr> <tr> <td>supportAntialiasing</td> <td>Boolean</td> <td>false</td> <td>See <a href="#hints">above</a></td> </tr> <tr> <td>supportTrueColor</td> <td>Boolean</td> <td>false</td> <td>See <a href="#hints">above</a></td> </tr> <tr><td>supportDithering</td> <td>Boolean</td> <td>false</td> <td>See <a href="#hints">above</a></td> </tr> <tr> <td>supportMipmapping</td> <td>Boolean</td> <td>false</td> <td>See <a href="Texture2D.html#filtering">Texture2D</a></td> </tr> <tr> <td>supportPerspectiveCorrection</td> <td>Boolean</td> <td>false</td> <td>See <A HREF="../../../javax/microedition/m3g/PolygonMode.html">PolygonMode</A></td> </tr> <tr> <td>supportLocalCameraLighting</td> <td>Boolean</td> <td>false</td> <td>See <A HREF="../../../javax/microedition/m3g/PolygonMode.html">PolygonMode</A></td> </tr> <tr> <td>maxLights</td> <td>Integer</td> <td>8</td> <td>See <A HREF="../../../javax/microedition/m3g/Light.html">Light</A></td> </tr> <tr> <td>maxViewportDimension</td> <td>Integer</td> <td>256</td> <td>See <A HREF="../../../javax/microedition/m3g/Graphics3D.html#setViewport(int, int, int, int)">setViewport</A></td> </tr> <tr> <td>maxTextureDimension</td> <td>Integer</td> <td>256</td> <td>See <A HREF="../../../javax/microedition/m3g/Texture2D.html">Texture2D</A></td> </tr> <tr> <td>maxSpriteCropDimension</td> <td>Integer</td> <td>256</td> <td>See <A HREF="../../../javax/microedition/m3g/Sprite3D.html">Sprite3D</A></td> </tr> <tr> <td>maxTransformsPerVertex</td> <td>Integer</td> <td>2</td> <td>See <A HREF="../../../javax/microedition/m3g/SkinnedMesh.html#addTransform(javax.microedition.m3g.Node, int, int, int)">SkinnedMesh</A></td> </tr> <tr> <td>numTextureUnits</td> <td>Integer</td> <td>1</td> <td>See <A HREF="../../../javax/microedition/m3g/Appearance.html">Appearance</A></td> </tr> </table> </blockquote>
<P>
<DD><DL>
<DT><B>Returns:</B><DD>a Hashtable defining properties specific to this implementation</DL>
</DD>
</DL>
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<EM><B>Nov 19, 2003</B></EM></EM>
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