Example of Using V4 Functionality
Let's take a look at MascotCapsule V4 functionalities and illustration images.
Fog, Texture Tiling
![]() |
Fog functionality can naturally blur distant objects. A mountain skyline or a surface can be easily created by tiling (repeating) small textures and applying them to polygons.
Using tile patterns, V4 can maintain texture density and make effective use of the textures.
Texture Tiling, Z-buffer
Lighting and the texture applied with perspective correction
![]() |
![]() |
![]() |
Natural lighting and perspective creates the representation of space and depth. Polygons' anteroposterior relationship is accurately rendered, creating high quality textures that are comparable with next generation game devices.
V4 has adopted Z-buffer in order to eliminate errors in polygons' anteroposterior relationship.
V3 and older versions only used a single color white light; however, V4 can render a beautiful soft lighting.
Alpha Blending, Texture Tiling
![]() |
![]() |
![]() |
![]() |
Continuous alpha blending (semi-transparency effect) is available. Combined with texture tiling, battle scenes in outer space can be easily created as shown in the example image.









