FAQ
Part of the object is not visible. What is the problem?
MascotCapsule : V3, V4(V3 compatible), V4Platform : ALL
If the settings for the clipping planes are not correct, models will be clipped in some cases, and not be rendered as expected.
When the models are located closer to the viewpoint than the near clipping plane, they will be clipped and not rendered. Also, when the models are located farther away from the far clipping plane, they will not be rendered, either. In other words, models should be located between the near clipping plane and the far clipping plane in order to be rendered.
[ Example of invisible part because of the near clipping plane ]

In the example above, a single object has completely disappeared. However, a part of the object might be rendered depending on the positional relationship between the near clipping plane and object. In that case, a lot of the part that are supposed to be visible may be clipped, making a very unexpected rendering result.
[ Part of the object was clipped ]

In this case, you can avoid the clipping by making the near clipping plane closer to the viewpoint.
[ Examples of invisible part because of the far clipping plane ]

If you have set the near clipping plane very close to the viewpoint, and the far clipping plane very far from the viewpoint in order to address this issue, it might create a new problem. The precision will decrease along the depth direction between the two clipping planes.
The specified light is not applied in the result.
MascotCapsule : V3, V4(V3 compatible), V4Platform : ALL
If the settings for the light are not correct, models will not be rendered as expected in some cases.
Intensity of the omnidirectional light and spot light varies depending on the distance from the light source. Therefore, a model will look darker when it is far from the light source. When the light source is located behind the object, only the dark side of the object will be visible from the viewpoint.
[ Examples of dark object because of the light source position ]

In the examples above, the light source is located behind the object, or located far away from the object and only the weak light reaches the object. These examples have white background and the problem is easily noticeable. However, when the background is darker, it might be difficult to tell whether the objects are displayed or not.
In the case of spot light, you need to be careful about the influence of not only the distance of the light source, but the direction and the beam angle.
No matter how close the object, it will look darker if the light does not face the direction of the object, or if the beam angle is too narrow and the object is located outside the lit area.
[ Examples of dark object because of the spot light direction or beam angle ]

In addition to this, ambient light settings will also influence the object. For example, if the ambient light is too strong, the three-dimensional effect of shading will be lost.
[ Examples of lost shading effect because of ambient light settings ]

Texture colors look different depending on emulators or handsets.
MascotCapsule : ALLPlatform : ALL
Depending on environment, pixel depth or lighting calculation varies.
In an extreme example when the depth of each RGB is only 1 bit, just like in the old personal computers, only 8 colors (including black and white) can be displayed. It would look very different from the handsets capable of displaying multiple color tones. Also, even with the same pixel depth, colors might look different to some degree when the results vary because of differences in lighting calculation algorithms, or calculation accuracy.
Unintended objects are displayed at the front.
MascotCapsule : V3, V4(V3 compatible), V4Platform : ALL
MascotCapsule V4 has adopted Z-buffer method for rendering to the frame buffer. On the other hand, versions older than MascotCapsule V4 used Z-sort method.
In Z-buffer method, depth detection is performed per pixel, and the object closest to the viewpoint will be rendered. Meanwhile in Z-sort method, z-values are sorted per polygon and rendered; as a result, the object closest to the viewpoint will not always be visible in the most foreground position, in terms of pixels.
Therefore, rendering results of MascotCapsule V4 and versions older than MascotCapsule V4 might be different. Especially when polygons are intersecting with each other, Z-sort method cannot render correctly, whereas Z-buffer method is capable of correct rendering because depth detection is performed per pixel.
[ Differences in rendering intersecting polygons ]


