1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html lang="ja"> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 5<meta http-equiv="Content-Style-Type" content="text/css"> 6<link href="../css/manpage.css" rel="stylesheet" type="text/css"> 7 <title>Setup</title> 8 <style type="text/css"> 9 .style1 10 { 11 height: 21px; 12 } 13 .style2 14 { 15 height: 18px; 16 } 17 </style> 18</head> 19<body> 20 21<!-- =================================================== --> 22<h1 id="SETUP">Startup</h1> 23 24<a href="#setup">Setup</a><p></p> 25<a href="#startup">Startup</a> 26<p><a href="#caution">Notes</a></p> 27<a href="#init">Initial Settings File</a><br> 28<p> 29<a href="#init_video">Screen Settings</a><br> <a href="#init_system">General System</a><br> <a href="#init_g3d">3D Display Settings</a><br> <a href="#init_g3d_scene">3D Default Scene Settings</a><br> 30 31</p> 32 33<h2><a name="setup">Setup</a></h2> 34<h3><a name="setup_debugger">Previewing on a PARTNER-CTR Debugger Unit</a></h3> 35<p>Hardware Setup:</p> 36<ol> 37 <li>Connect the device used for previewing to the PC with a USB cable. 38 <p> 39 Depending on the combinations of machines and their connections, USB communication between the Viewer and the PC may not work; check the <A href="../summary/index.html#requirements">Requirement Specifications</A>. 40 </p> 41 </li> 42 43</ol> 44<p>Software Setup:</p> 45 46<ol> 47 <li> 48 PARTNER-CTR Debugger software setup must be complete. For more information, see the PARTNER-CTR Debugger setup manual. 49 </li> 50 <li>Install CTR-SDK. First, the folder in which CTR-SDK is installed must be set using the environment variable CTRSDK_ROOT and update to CTR-SDK-compatible firmware for devices used for preview.</li> 51 <li> Install NintendoWare. The Viewer will be installed in the Viewer folder below NintendoWare/CTR (indicated below as NW4C_ROOT). 52 </li> 53</ol> 54<BR> 55 56<h3><a name="setup_uicmidi">PARTNER-CTR UIC-MIDI + CTR test unit </a></h3> 57<p>Hardware Setup:</p> 58<ol> 59 <li>Write <CODE>Viewer-TS.cci</CODE> to the PARTNER-CTR UIC-MIDI. 60 <p> 61 You can write using PARTNER-CTR Debugger/Writer just like you would to a normal CTR flash card. 62 </p> 63 <p class="warn">To write to the UIC-MIDI you need to provide a power supply by attaching an AC adapter or a USB cable connected to a PC.</p> 64 <BR> 65 <p class="warn"><B>Note</B>: For details, see the setup manual that comes bundled with the UIC-MIDI.</p> 66 <BR> 67 </li> 68 <li>Attach the UIC-MIDI to a PC or other device via a USB connection and then insert it into the CTR test unit. 69 </li> 70</ol> 71<p>Software Setup:</p> 72 73<ol> 74 <li>The test unit that will be used for previewing needs to be updated with the firmware corresponding to your NintendoWareForCTR operating environment.</li> 75 <li> Install NintendoWare. Viewer gets installed in the $(NW4C_ROOT)/tools/Viewer folder. 76 </li> 77</ol> 78 79<h2><a name="startup">Startup</a></h2> 80<p>The procedure to start the Viewer is shown below:</p> 81<ol> 82 <li>Configure the Viewer's initial settings. 83 <p>If screen size settings are required, edit (NW4C_ROOT)/Viewer/dvdroot/viewer.ini.</p> 84 <p class="warn">This step will not be required at the next or subsequent times if those settings are not changed.</p> 85 <BR> 86 </li> 87 <li>Run the batch file used to start the Viewer.<BR> 88 <p>Execute $(<CODE>NW4R_ROOT</CODE>)<CODE>/tools/Viewer/LaunchViewer.bat</CODE>. <BR> (Note: CTRSDK_ROOT must be set to the folder where CTRSDK is setup.) 89 </p> 90 <p class="warn">This step is not necessary if you are using UIC-MIDI and a test unit.</p> 91 <BR> 92 </li> 93<!-- <li>PC上でMCSサーバが起動し、実機にViewerプログラムがロードされます。</li> <li>PARTNER-CTR DebuggerでViewer.cciを実行します。<BR> <BR> <UL> <li>$(NW4C_ROOT)/tools/Viewer/bin/Viewer.cciをPARTNER-CTR Debuggerにロードして実行します。<BR> </li> </UL> <BR> </li> <li>PC上でPARTNER-CTR HIO-Daemonを起動します。</li> --> 94 <li> 95 PARTNER-CTR HIO-Daemon will be disconnected if the test unit is turned off or if the USB adapter is removed. Just reconnect if this happens.<BR> 96 <p class="warn"><B>Note:</B> If multiple development devices are connected to the PC, check the title bar of <CODE>PARTNER-CTR HIO-Daemon</CODE> because it displays the device currently communicating.<BR> You will not be able to connect to the Viewer if it is running on a different device than the one that HIO-Daemon is communicating with.</p> 97 </li> 98</ol> 99 100<h3><a name="caution">Notes</a></h3> 101 <h4>Note: If Viewer does not start correctly with PARTNER-CTR Debugger:</h4> 102 <UL> 103 <li>Is the CTRSDK_ROOT environment variable set? 104 <p>The CTRSDK_ROOT environment variable must be set to folder where the CTR-SDK is installed.</p> 105 </li> 106 <li>Is PARTNER-CTR HIO-Daemon running? 107 <p>HIO-Daemon must be installed and running.</p> 108 </li> 109 <li>Does the installed CTR-SDK support the PARNTER-CTR Debugger version being used? 110 <p>The version of the SDK set with CTRSDK_ROOT must be compatible with the PARTNER-CTR Debugger version being used.</p> 111 </li> 112 <li>Has the PARTNER-CTR Debugger firmware been updated to a supported version? 113 <p>In order to use PARTNER-CTR Debugger, it is necessary to update to the latest PARTNER-CTR Debugger firmware version supported by the SDK being set up. 114 </p> 115 </li> 116 </UL> 117 <h4><B>Note</B>: If Viewer does not start correctly with UIC-MIDI + CTR test unit:</h4> 118 <UL> 119 <li>Is PARTNER-CTR HIO-Daemon running? 120 <p>HIO-Daemon must be installed and running.</p> 121 </li> 122 <li>Has the CTR test unit firmware been updated to the supported version? 123 <p>If you are using a test unit, its firmware must be updated to a version that supports NintendoWareForCTR. 124 </p> 125 </li> 126 <li>Is power being properly supplied to the PARTNER-CTR UIC-MIDI? 127 <p>If power is not being properly supplied to the PARTNER-CTR UIC-MIDI, the test unit might not correctly recognize it. Check the connection of the USB cable or AC adapter and try again.</p> 128 </li> 129 </UL> 130 131<h2><a name="init">Initial Settings File</a></h2> 132<p> 133Edit the file $(NW4C_ROOT)/tools/Viewer/Viewer.ini with a text editor to change the screen settings displayed on Viewer. 134</p> 135<p> 136The Viewer.ini file is read each time Viewer is launched. If the settings are changed, Viewer must be restarted. 137</p> 138<BR> 139<p> The following items can be set:</p> 140 141 142 143 144<h3><a name="init_video">Screen Settings</a></h3> 145<p>Performs screen settings.</p> 146<p>Configure the values after the key names following <CODE>/system/video/</CODE> as shown below.</p> 147<p>Example: /system/video/clr_color = 0x404040FF</p> 148<BR> 149<TABLE class="explain" border="1"> 150 <THEAD> 151 <TR> 152 <TD>Key Name</TD> 153 <TD>Description</TD> 154 </TR> 155 </THEAD> 156 <TBODY> 157 <TR> 158 <TD>clr_color</TD> 159 <TD>Sets the clear color value.<br /> Specify this by entering 0x followed by values 00 ~ FF in RGBA order.</TD> 160 </TR> 161 <TR> 162 <TD>clr_z</TD> 163 <TD>Sets the clear Z value.</TD> 164 </TR> 165 <TR> 166 <TD>color_fmt</TD> 167 <TD>Sets the color format. 168 <p> 169 RGBA8: Each of the RGBA components is 8 bits<br /> RGBA4: Each component is 4 bits<br /> RGB5_A1: The RGB components are 4 bits each and the A component is 1 bit<br /> RGB565: the RB components are 5 bits each and the G component is 6 bits.</p> 170 </TD> 171 </TR> 172 <TR> 173 <TD>depth_fmt</TD> 174 <TD>Sets the depth format. 175 <p> 176 D16: Depth is 16 bits<br /> D24: Depth is 32 bits<br /> D24_S8: Depth is 24 bits and stencil is 8 bits.</p> 177 </TD> 178 </TR> 179 </TBODY> 180</TABLE> 181 182 183 184 185<h3><a name="init_system">System Basics</a></h3> 186 <p> 187 Viewer mode settings are configured.</p> 188 <p> 189 Configure the values after the key names following /system/config/ as shown below.</p> 190 <p> 191 Specify path settings using in the form of full path plus filename.</p> 192 <p> 193 Example: /system/config/capture_image = C:\NintendoWare\CTR\tools\Viewer\Capture.bmp </p> 194<TABLE class="explain" border="1"> 195 <THEAD> 196 <TR> 197 <TD>Key Name</TD> 198 <TD>Description</TD> 199 </TR> 200 </THEAD> 201 <TBODY> 202 <TR> 203 <TD>default_mode</TD> 204 <TD> Sets the default mode when launching the Viewer. You can choose one of the following modes: 205 <p> 206 3D: 3D mode<br />EFF: Effect mode<br />LYT: Layout mode<br />SND: Sound mode<br /> 207 </p> 208 </TD> 209 </TR> 210 <TR> 211 <TD>default_model</TD> 212 <TD> 213 Sets the file path for the model that will be initially loaded by default.<BR> If nothing is specified, no model will be loaded by default. 214 </TD> 215 </TR> 216 <TR> 217 <TD>reload_target</TD> 218 <TD> 219 Sets the file reload path.<BR> If nothing is specified here, the reload path is set to <CODE>$(NW4C_ROOT)/temp/model.bcmdl</CODE>. 220 </TD> 221 </TR> 222 <TR> 223 <TD>capture_image</TD> 224 <TD> 225 Sets the path for saving screen captures.<BR> If nothing is specified here, the screen captures are saved to $$(NW4C_ROOT)/tools/Viewer/capture_(<I>standard time</I>/(<I>sequential number</I>).bmp 226 </TD> 227 </TR> 228 <TR> 229 <TD>frame_rate</TD> 230 <TD>Configures the animation frame rate.</TD> 231 </TR> 232 <TR> 233 <TD>frame_skip</TD> 234 <TD>Configures whether to skip frames where processing slows. 235 <p> 236 0: Do not skip<br /> 1: Skip</p> 237 </TD> 238 </TR> 239 <TR> 240 <TD>file_path</TD> 241 <TD> 242 Sets the path for the background color. 243 </TD> 244 </TR> 245 <TR> 246 <TD>image_position</TD> 247 <TD>Sets how to display the background color. 248 <p> 249 STRETCH: Display one image stretched across the entire screen.<br /> TILE: If the image is smaller than the screen size, display the image more than once, set side by side.<br /> CENTER: Display the image in the center of the screen.</p> 250 </TD> 251 </TR> 252 </TBODY> 253</TABLE> 254 255 256 257 258<h3><a name="init_g3d">3D Display Settings</a></h3> 259 <p> 260 Configures the 3D display settings.</p> 261 <p> 262 Be sure to set the values after the key names following /system/information/ as shown below.</p> 263 <p> 264 Example: /system/information/grid_visible = 1</p> 265<TABLE class="explain" border="1"> 266 <THEAD> 267 <TR> 268 <TD>Key Name</TD> 269 <TD>Description</TD> 270 </TR> 271 </THEAD> 272 <TBODY> 273 <TR> 274 <TD>sub_mode</TD> 275 <TD>Sets the Graphics sub-mode at Viewer startup. 276 <p> 277 CAM: Camera mode<br />MNU: Menu mode<br />LOG: Log mode</p> 278 </TD> 279 </TR> 280 <TR> 281 <TD>blink_step_frame</TD> 282 <TD> 283 Sets the blinking interval for the object selected by 3DEditor. 284 </TD> 285 </TR> 286 <TR> 287 <TD>num_blink</TD> 288 <TD> 289 Sets the number of times to blink the object selected by 3DEditor. 290 </TD> 291 </TR> 292 <TR> 293 <TD>loop_onetime_anim</TD> 294 <TD>Sets whether the looped-playback feature is enabled for one-time animation.<BR> 295 <p> 296 0: Do not loop automatically<br />1: Loop automatically</p> 297 </TD> 298 </TR> 299 <TR> 300 <TD>grid_visible</TD> 301 <TD>Sets whether grid display is enabled.<BR> 302 <p> 303 0: Do not display<br /> 1: Display</p> 304 </TD> 305 </TR> 306 <TR> 307 <TD>grid_scale</TD> 308 <TD>Sets the size of the grid scale when displaying the coordinate axes or grid.<BR> Specify a real number between 0.001 and 1000.0.</TD> 309 </TR> 310 <TR> 311 <TD>grid_num</TD> 312 <TD>Sets the number of divisions in the grid scale when displaying the coordinate axes or grid.<BR> Specify an integer between 1 and 20.</TD> 313 </TR> 314 <TR> 315 <TD>grid_color</TD> 316 <TD>Sets the color for the grid when it displays.<BR> Specify this by entering 0x followed by values 00 ~ FF in RGBA order.</TD> 317 </TR> 318 <TR> 319 <TD>tex</TD> 320 <TD>Sets the memory location for textures. 321 <p> 322 FCRAM: Places in FCRAM.<br /> VRAM: Places in VRAM.</p> 323 </TD> 324 </TR> 325 <TR> 326 <TD>mdl</TD> 327 <TD>Sets the memory location for vertices and vertex indices. 328 <p> 329 FCRAM: Places in FCRAM.<br /> VRAM: Places in VRAM.</p> 330 </TD> 331 </TR> 332 <TR> 333 <TD>default_rate</TD> 334 <TD>Sets the default rate for animation playback.</TD> 335 </TR> 336 </TBODY> 337</TABLE> 338 339 340 341 342<h3><a name="init_g3d_scene">3D Default Scene Settings</a></h3> 343 <p> 344 Configures the 3D default scene settings.</p> 345 <h4> 346 Camera Settings</h4> 347 <p> 348 Configure by entering <CODE>/g3d/camera/</CODE> followed by the key names and their values, as shown in the example below:.</p> 349 <p> 350 Example: <CODE>/g3d/camera/rotation_init = 4.032</CODE></p> 351<TABLE class="explain" border="1"> 352 <THEAD> 353 <TR> 354 <TD>Key Name</TD> 355 <TD>Description</TD> 356 </TR> 357 </THEAD> 358 <TBODY> 359 <TR> 360 <TD>rotation_init</TD> 361 <TD>Sets the initial value for rotation velocity.</TD> 362 </TR> 363 <TR> 364 <TD>rotation_step</TD> 365 <TD>Sets the acceleration per frame for rotation velocity.</TD> 366 </TR> 367 <TR> 368 <TD>rotation_max</TD> 369 <TD>Sets the maximum rotation velocity.</TD> 370 </TR> 371 <TR> 372 <TD>translation_init</TD> 373 <TD>Sets the initial value for translation velocity.</TD> 374 </TR> 375 <TR> 376 <TD>translation_step</TD> 377 <TD>Sets the acceleration per frame for translation velocity.</TD> 378 </TR> 379 <TR> 380 <TD>translation_max</TD> 381 <TD>Sets the maximum value for translation velocity.</TD> 382 </TR> 383 <TR> 384 <TD>tilt_init</TD> 385 <TD>Sets the initial value for tilt velocity.</TD> 386 </TR> 387 <TR> 388 <TD>dolly_init</TD> 389 <TD>Sets the initial value for dolly translation velocity.</TD> 390 </TR> 391 <TR> 392 <TD>tilt_accel</TD> 393 <TD>Sets the acceleration versus pixels during tilt rotation.</TD> 394 </TR> 395 <TR> 396 <TD>tilt_decel</TD> 397 <TD>Sets the deceleration per frame for tilt rotation.</TD> 398 </TR> 399 <TR> 400 <TD>tilt_limit</TD> 401 <TD>Sets the velocity limit per frame for tilt rotation.</TD> 402 </TR> 403 <TR> 404 <TD>slide_accel</TD> 405 <TD>Sets the acceleration versus pixels during slide translation.</TD> 406 </TR> 407 <TR> 408 <TD>slide_decel</TD> 409 <TD>Sets the deceleration per frame during slide translation.</TD> 410 </TR> 411 <TR> 412 <TD>slide_limit</TD> 413 <TD>Sets the velocity limit per frame during slide translation.</TD> 414 </TR> 415 <TR> 416 <TD>tumble_x_inverse</TD> 417 <TD>Sets the tumble x inverse flag for camera-controlled rotation.<p> 418 0: Do not inverse<br /> 1: Inverse</p> 419 </TD> 420 </TR> 421 <TR> 422 <TD>tumble_y_inverse</TD> 423 <TD>Sets the tumble y inverse flag for camera-controlled rotation.<p> 424 0: Do not inverse<br /> 1: Inverse</p> 425 </TD> 426 </TR> 427 <TR> 428 <TD>track_x_inverse</TD> 429 <TD>Sets the tumble x inverse flag for camera-controlled translation.<p> 430 0: Do not inverse<br /> 1: Inverse</p> 431 </TD> 432 </TR> 433 <TR> 434 <TD>track_y_inverse</TD> 435 <TD>Sets the tumble y inverse flag for camera-controlled rotation.<p> 436 0: Do not inverse<br /> 1: Inverse</p> 437 </TD> 438 </TR> 439 <TR> 440 <TD>dolly_inverse</TD> 441 <TD>Sets the dolly inverse flag for camera-controlled translation.<p> 442 0: Do not inverse<br /> 1: Inverse</p> 443 </TD> 444 </TR> 445 <TR> 446 <TD>dolly_target_inverse</TD> 447 <TD>Sets the dolly target inverse flag for camera-controlled translation.<p> 448 0: Do not inverse<br /> 1: Inverse</p> 449 </TD> 450 </TR> 451 <TR> 452 <TD>tilt_x_inverse</TD> 453 <TD>Sets the x inverse flag for camera-controlled tilt.<p> 454 0: Do not inverse<br /> 1: Inverse</p> 455 </TD> 456 </TR> 457 <TR> 458 <TD>tilt_y_inverse</TD> 459 <TD>Sets the y inverse flag for camera-controlled tilt.<p> 460 0: Do not inverse<br /> 1: Inverse</p> 461 </TD> 462 </TR> 463 <TR> 464 <TD>fovy</TD> 465 <TD>Sets the view angle for the default camera.</TD> 466 </TR> 467 <TR> 468 <TD>position/x</TD> 469 <TD>Sets the x value for the default camera.</TD> 470 </TR> 471 <TR> 472 <TD>position/y</TD> 473 <TD>Sets the y value for the default camera.</TD> 474 </TR> 475 <TR> 476 <TD class="style2">position/z</TD> 477 <TD class="style2">Sets the z value for the default camera.</TD> 478 </TR> 479 <TR> 480 <TD>target_pos/x</TD> 481 <TD>Sets the x value of the default camera target.</TD> 482 </TR> 483 <TR> 484 <TD>target_pos/y</TD> 485 <TD>Sets the y value of the default camera target.</TD> 486 </TR> 487 <TR> 488 <TD>target_pos/z</TD> 489 <TD>Sets the z value of the default camera target.</TD> 490 </TR> 491 <TR> 492 <TD>up_vector/x</TD> 493 <TD>Sets the x value of the default camera up vector.</TD> 494 </TR> 495 <TR> 496 <TD>up_vector/y</TD> 497 <TD>Sets the y value of the default camera up vector.</TD> 498 </TR> 499 <TR> 500 <TD>up_vector/z</TD> 501 <TD>Sets the z value of the default camera up vector.</TD> 502 </TR> 503 <TR> 504 <TD>touch_panel_mode</TD> 505 <TD>Sets the touch panel operation mode. 506 <p> 507 NORMAL: Normal mode<br /> DRAG: Drag mode<br /> INERTIA: Inertia mode</p></TD> 508 </TR> 509 <TR> 510 <TD>near</TD> 511 <TD>Sets the camera near clip.</TD> 512 </TR> 513 <TR> 514 <TD>far</TD> 515 <TD>Sets the camera far clip.</TD> 516 </TR> 517 <TR> 518 <TD>focus_scale</TD> 519 <TD>Sets the scaling when the focus is on the object selected in 3DEditor.</TD> 520 </TR> 521 <TR> 522 <TD>depthLevel</TD> 523 <TD>Sets either the distance from the camera to the base plane for the application-priority camera, or the distance in virtual space from the player's two eyes to the base plane for the realism priority camera.<BR> Specifying 0.0 sets the value to "(the View camera's <I>Near</I>) + 5.0."</TD> 524 </TR> 525 <TR> 526 <TD>factor</TD> 527 <TD> 528 Sets the depth adjustment factor.<BR> A value of 0 indicates no parallax. The standard value is 1. 529 </TD> 530 </TR> 531 <TR> 532 <TD>realSwitch</TD> 533 <TD>Sets whether to enable realism priority camera matrix calculations.<p> 534 0: Application-priority calculation method<br />1: Realism-priority calculation method</p> 535 </TD> 536 </TR> 537 </TBODY> 538</TABLE> 539 540 541 <h4> 542 Light Settings</h4> 543 <p> 544 Configure by entering <CODE>/g3d/light/ </CODE> followed by the key names and their values, as shown in the example below:.</p> 545 <p> 546 Example: /g3d/light/global_ambient_color = 0x333333FF</p> 547<TABLE class="explain" border="1"> 548 <THEAD> 549 <TR> 550 <TD>Key Name</TD> 551 <TD>Description</TD> 552 </TR> 553 </THEAD> 554 <TBODY> 555 <TR> 556 <TD>global_ambient_color</TD> 557 <TD>Sets the light color of the global ambient light using RGBA values.</TD> 558 </TR> 559 <TR> 560 <TD>light0_kind</TD> 561 <TD>Sets the light type. 562 <p> 563 DIRECTIONAL: Parallel light source<br /> POINT: Point light source</p> 564 </TD> 565 </TR> 566 <TR> 567 <TD class="style1">light0_ambient_color</TD> 568 <TD class="style1">Sets Ambient Color 1 of Light 0 using RGBA values.</TD> 569 </TR> 570 <TR> 571 <TD>light0_diffuse_color</TD> 572 <TD>Sets Diffuse 1 of Light 0 using RGBA values.</TD> 573 </TR> 574 <TR> 575 <TD>light0_specular0_color_specular0_color</TD> 576 <TD>Sets Specular 0 of Light 0 using RGBA values.</TD> 577 </TR> 578 <TR> 579 <TD>light0_specular1_color</TD> 580 <TD>Sets Specular 0 of Light 1 using RGBA values.</TD> 581 </TR> 582 <TR> 583 <TD>light0_direction/x</TD> 584 <TD>Sets the x value of the Light 0 direction vector.</TD> 585 </TR> 586 <TR> 587 <TD>light0_direction/y</TD> 588 <TD>Sets the y value of the Light 0 direction vector.</TD> 589 </TR> 590 <TR> 591 <TD>light0_direction/z</TD> 592 <TD>Sets the z value of the Light 0 direction vector.</TD> 593 </TR> 594 </TBODY> 595</TABLE> 596 597 598 <h4> 599 Effect Settings</h4> 600 <p> 601 Configure by entering <CODE>/effect/config/</CODE> followed by the key name and a value, as shown in the example below:</p> 602 <p> 603 Example: <CODE>/effect/config/max_frame_count = 200</CODE></p> 604<TABLE class="explain" border="1"> 605 <THEAD> 606 <TR> 607 <TD>Key Name</TD> 608 <TD>Description</TD> 609 </TR> 610 </THEAD> 611 <TBODY> 612 <TR> 613 <TD>sub_mode</TD> 614 <TD>Sets the Effect sub-mode at Viewer startup. 615 <p> 616 CAM: Camera mode<br />MNU: Menu mode<br />LOG: Log mode</p> 617 </TD> 618 </TR> 619 <TR> 620 <TD>max_frame_count</TD> 621 <TD>Sets the number of frames to loop when looping.</TD> 622 </TR> 623 <TR> 624 <TD>loop_flag</TD> 625 <TD>Sets whether looping is enabled.<p> 626 0: Do not loop<br /> 1: Loop</p> 627 </TD> 628 </TR> 629 <TR> 630 <TD>default_rate</TD> 631 <TD>Sets the default rate for animation playback.</TD> 632 </TR> 633 </TBODY> 634</TABLE> 635 636<h3><a name="init_layout">Layout Settings</a></h3> 637 638<P>Makes layout settings.</P> 639<P>Configure by entering <CODE>/g2d/</CODE> followed by the key names and their values, as shown in the example below:</P> 640<P>(Example) <CODE>/g2d/perspective/fovy</CODE> = 45.0</P> 641<TABLE class="explain" border="1"> 642 <THEAD> 643 <TR> 644 <TD>Key Name</TD> 645 <TD>Description</TD> 646 </TR> 647 </THEAD> 648 <TBODY> 649 <TR> 650 <TD><CODE>projection</CODE></TD> 651 <TD>Specifies the camera mode. 652 <p>ORTHO: Parallel projection<br /> PERS: Perspective projection</p> 653 </TD> 654 </TR> 655 <TR> 656 <TD>z_compare</TD> 657 <TD>Specifies whether to perform Z comparisons. 658 <P> 659 OFF: Disable<BR> ON: Enable 660 </P> 661 When Z comparisons are enabled, even if panes have the same Z values, some of the panes (polygons) may be displayed in an order different from the drawing order. 662 </TD> 663 </TR> 664 <TR> 665 <TD>ortho/near</TD> 666 <TD>Sets the projection matrix near clipping value when the camera mode is ORTHO.<BR> Configure so that ortho/near < ortho/far.</TD> 667 </TR> 668 <TR> 669 <TD><CODE>ortho/far</CODE></TD> 670 <TD>Sets the far-clipping value for the projection matrix when the camera mode is ORTHO.<BR> Configure so that ortho/near < ortho/far.</TD> 671 </TR> 672 <TR> 673 <TD>perspective/fovy</TD> 674 <TD>Sets the default FOVY value.<BR> Specify a value from 1 to 179.</TD> 675 </TR> 676 <TR> 677 <TD>perspective/near</TD> 678 <TD>Sets the projection matrix near clipping value when the camera mode is <CODE>PERS</CODE>.<BR> Specify a positive value. Configure the setting so perspective/near < perspective/far.</TD> 679 </TR> 680 <TR> 681 <TD>perspective/far</TD> 682 <TD>Sets the far-clipping value for the projection matrix when the camera mode is <CODE>PERS</CODE>.<BR> Specify a positive value. Configure the setting so perspective/near < perspective/far.</TD> 683 </TR> 684 <TR> 685 <TD>stereo/factor</TD> 686 <TD>Sets the stereoscopic adjustment factor.<BR> (Specify a value the range of from 0 to 1. A value of 0 indicates no parallax. A value of 1 indicates standard parallax.)</TD> 687 </TR> 688 <TR> 689 <TD>stereo/real_switch</TD> 690 <TD>Sets whether to enable realism priority camera matrix calculations for stereoscopic vision.. 691 <p>OFF: Application-priority calculation method<br />ON: Realism-priority calculation method</p> 692 </TD> 693 </TR> 694 <!-- 未対応 <TR> <TD>wide_location/scale</TD> <TD>レイアウト配置モードが「SCRN:WIDE」のときに、「位置調整処理の対象とする」にチェックが入ったペインのスケールに対して除算する値を指定します。<br> 幅と高さの比率が4:3のレイアウトを16:9の比率で引き伸ばして利用する場合の値は、<br> 1.333333... = (16 ÷ 9) ÷ (4 ÷ 3)<br> となります。</TD> </TR> --> 695</TBODY> 696</TABLE> 697 698 699 <P> </P> 700 701<table border="0" height="100%"><tr><td style="background-color : white;"></td></tr></table> 702 703<hr><p>CONFIDENTIAL</p></body> 704</html> 705