libogc
v2.10.0
|
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 |
#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 |
2x4 matrix multiply on the input attribute and generate S,T texture coordinates.
#define GX_TG_MTX3x4 0 |
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_SRTG 10 |
Coordinates generated from vertex lighting results; one of the color channel results is converted into texture coordinates.