3D Graphics with OpenGL ES and M3G- P45:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | This page intentionally left blank Index 2D 3D synchronization points 291-292 2D primitives 343-348 2D rendering mixing 257-258 2D vector graphics 21-23 interfaces 23 requirements 22 scalable 21-22 3DMarkMobile 06 16 3D objects 118 3D user interfaces 15 16 accessibility shading 86 A accessors 281 active mode optimizing 261-262 addChild 351 ADD function 80 addLight 295 340 addTransform 384 385 affine transformations 35-42 hierarchical modeling example 39-42 illustrated 36 rigid 38 rotation 36-38 scaling 38 shearing 38 translation 36 types 35-38 See also transformation s aggressive culling 150 ahead-of-time AOT approach 405 409 aliasing approximating area light sources 92 temporal 92 align 356-358 378 See also antialiasing alpha channel 62 alpha factor 349 alpha test 93 214-215 defined 214 example 214-215 M3G 333 uses 214 See also fragments ambient occlusion 86 ambient reflectance 65-66 AND operation 100 animate 105 113-115 275-277 279 281 306 370 374 377-378 389 animation advanced 378-389 blending 385-387 deforming meshes 113-116 dynamic 388-389 execution 377-378 keyframe 105-112 367-372 M3G 367-389 OpenGLES 105-116 phase 386 targets 372-374 AnimationController class 276 374-377 active interval 376-377 defined 375 weight 376 AnimationTrack class 276 372-374 with multiple objects 374 object creation 372 anisotropic filtering 78 annotations 309-310 ANTIALIAShint 292 antialiasing 90-92 211-213 approaches 213 defined 90 edge 91 211-212 feathered RGBA texture maps 213 full-scene FSAA 91 292 multisampling 212-213 optimal 90 Appearance class 326 layer index mechanism 352 rendering layer 326 application code as performance bottleneck 140 application programming interfaces APIs 2 high-level 19-20 117 low-level 19 See also M3G OpenGL ES ARM RVCTcompiler 404 artifacts clipping 72-73 assembly language fixed-point methods 400-404 axes 27 axis-aligned bounding box AABB 131 B back-face culling 71 195-196 conceptual performance 196 defined 195 See also culling Background class 293