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Macros
Texture coordinate generation type

Macros

#define GX_TG_BUMP0   2
 
#define GX_TG_BUMP1   3
 
#define GX_TG_BUMP2   4
 
#define GX_TG_BUMP3   5
 
#define GX_TG_BUMP4   6
 
#define GX_TG_BUMP5   7
 
#define GX_TG_BUMP6   8
 
#define GX_TG_BUMP7   9
 
#define GX_TG_MTX2x4   1
 
#define GX_TG_MTX3x4   0
 
#define GX_TG_SRTG   10
 

Detailed Description

Macro Definition Documentation

#define GX_TG_BUMP0   2

Use light 0 in the bump map calculation.

#define GX_TG_BUMP1   3

Use light 1 in the bump map calculation.

#define GX_TG_BUMP2   4

Use light 2 in the bump map calculation.

#define GX_TG_BUMP3   5

Use light 3 in the bump map calculation.

#define GX_TG_BUMP4   6

Use light 4 in the bump map calculation.

#define GX_TG_BUMP5   7

Use light 5 in the bump map calculation.

#define GX_TG_BUMP6   8

Use light 6 in the bump map calculation.

#define GX_TG_BUMP7   9

Use light 7 in the bump map calculation.

#define GX_TG_MTX2x4   1

3x4 matrix multiply on the input attribute and generate S,T,Q coordinates; S,T are then divided by Q to produce the actual 2D texture coordinates.

#define GX_TG_MTX3x4   0

2x4 matrix multiply on the input attribute and generate S,T texture coordinates.

#define GX_TG_SRTG   10

Coordinates generated from vertex lighting results; one of the color channel results is converted into texture coordinates.