• Mesh Visibility Mode Selects the method for applying visibility animation.
    Mode Description
    Bind By Index Applies visibility animations based on numbers. The visibility animations may not be applied correctly if node compression has been conducted.
    Bind By Name Applies visibility animations based on names.
    If you need to maintain compatibility with older intermediate files, specify Bind By Index. If compatibility is not required, specify Bind By Name.

  • Non-Uniform Scale

    Note: Plans call for eliminating this function in the next release. Do not specify this option.
    The reason for its elimination is given below.

    • Up to this release, this option has not been supported by the NW4C Standard Runtime Library.
      Making this work requires the independent description of a user shader.
    • Previously there were plans for the standard runtime library to provide support in the future,but it will not provide support.
    • The feature for making this setting has been eliminated so that it is not mistakenly specified by users who largely don't need it.
    • We are currently looking into a method of continuing the use of this feature for those users who use it.

    Enabling this option allows correct lighting of models whose XYZ scaling is non-uniform, but increases the drawing process load. Because the maximum number of matrix palettes goes down, the drawing process load ultimately increases when using skin models with many nodes that are being influenced.
    If disabled, the rendering process load goes down, but models whose XYZ scaling is non-uniform cannot be lighted correctly.


  • Max Reserved Uniform Registers

    This setting specifies the number of uniform registers used for vertex lighting and user uniform. The setting value ranges from 0 to 57 (0 to 54 if Non-Uniform Scale is ON).
    Because the number of uniform registers is limited, they are shared by skinning, vertex lighting and user uniforms. The number of uniform registers that can be used for skinning is therefore determined based on the number of lights used for vertex lighting and the number of user uniforms.
    The larger the value specified, the lower the number of uniform registers available for skinning and the higher the load associated with drawing skin models.

    The specific value to set is given by Number of vertex lights × 6 + Number of user uniforms. Vertex lights are not included in the case of hemispherical lighting.
    Check with the lead project programmer for the number of vertex lights and user uniforms.
    Set 0 when not using vertex lighting and user uniforms.