http://rdf.ncbi.nlm.nih.gov/pubchem/patent/JP-2019063654-A

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assignee http://rdf.ncbi.nlm.nih.gov/pubchem/patentassignee/MD5_5f4debd871a86402e90911ae02a3b62c
classificationIPCInventive http://rdf.ncbi.nlm.nih.gov/pubchem/patentipc/A63F7-02
filingDate 2019-02-05-04:00^^<http://www.w3.org/2001/XMLSchema#date>
inventor http://rdf.ncbi.nlm.nih.gov/pubchem/patentinventor/MD5_3d795ae28aba6ce4a926f7f1a9538e91
http://rdf.ncbi.nlm.nih.gov/pubchem/patentinventor/MD5_51d04fe275a00a7ef0a12240de927fda
publicationDate 2019-04-25-04:00^^<http://www.w3.org/2001/XMLSchema#date>
publicationNumber JP-2019063654-A
titleOfInvention Gaming machine
abstract To provide a gaming machine capable of suitably performing display control. When a plurality of symbol display portions are displayed in a semitransparent state in front of a rendering character, the rendering character and object data for displaying each symbol display portion are arranged in a world coordinate system, and then rendering is performed. Drawing data corresponding to the character and each symbol display unit are individually created. Specifically, the single drawing data of the effect character is created in the drawing buffer, and then saved in the first storage buffer, and thereafter, the single drawing data of each symbol display portion is created in the drawing buffer The data is stored in the second to fifth storage buffers, respectively. Then, while setting the semitransparent value data to the drawing data of each symbol display unit stored in the second to fifth storage buffers, each drawing data after setting the semitransparent value data is used as a first storage buffer. Superimposing on the rendering data of the effect character stored in. [Selected figure] Figure 41
priorityDate 2019-02-05-04:00^^<http://www.w3.org/2001/XMLSchema#date>
type http://data.epo.org/linked-data/def/patent/Publication

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Total number of triples: 18.