• Face Culling

    Specifies the faces for culling polygons.
    Back Face culls the back face and displays only the front face, Front Face culls the front face and displays only the back face, Always does not display either face, and Never displays both faces. The default is Back Face.

    Always (do not show either face) is not supported at runtime. It is handled as Front Face (show only back face).
    Always will be deprecated from Nintendo Ware 1.2.0.

  • Fragment Lighting

    Specifies whether to use fragment lighting. The default is On.

  • Vertex Lighting

    Specifies whether to use vertex lighting. The default is off.
    If set to ON, because the maximum number of matrix palettes goes down, the drawing process load increases when using skin models with many nodes that are being influenced.

  • Compress

    This feature has not been implemented yet. The value set is not saved.
    Sets a flag to prevent compression.
    If set to Compress if possible, compression is used if the attributes are the same as other materials. This is the default.
    If set to Don’t compress, the material is output as an independent material without compression even if the attributes are the same as other materials.

  • Blend Mode

    Specifies the material's Translucent Setting.
    If set to Auto, the PE is set automatically to either Opaque or Translucent, based on what is optimal given the material, vertex color and texture alpha.
    The default is Auto. If Auto does not result in the desired translucency setting, specify a setting other than Auto for the PE.
    Opaque sets the PE to standard opaque rendering.
    Alpha Test sets the PE to standard mask rendering.
    Translucent sets the PE to standard translucent rendering.
    Setting Add results in settings for an additive translucent image.
    Setting Sub results in settings for a subtractive translucent image.
    Setting Multiply results in settings for a multiplicative translucent image.

    Details about Auto
    PE is set to Translucent in the following cases. In all other cases it is set to Opaque.

    • The opacity of the material is not 100.
    • A texture has been set for the opacity.
    • Vertex alpha is being used.