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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 &quot;(the View camera's <I>Near</I>) + 5.0.&quot;</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 &lt; 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 &lt; 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 &lt; 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 &lt; 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