libogc  v2.10.0
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

◆ GX_TG_BUMP0

#define GX_TG_BUMP0   2

Use light 0 in the bump map calculation.

◆ GX_TG_BUMP1

#define GX_TG_BUMP1   3

Use light 1 in the bump map calculation.

◆ GX_TG_BUMP2

#define GX_TG_BUMP2   4

Use light 2 in the bump map calculation.

◆ GX_TG_BUMP3

#define GX_TG_BUMP3   5

Use light 3 in the bump map calculation.

◆ GX_TG_BUMP4

#define GX_TG_BUMP4   6

Use light 4 in the bump map calculation.

◆ GX_TG_BUMP5

#define GX_TG_BUMP5   7

Use light 5 in the bump map calculation.

◆ GX_TG_BUMP6

#define GX_TG_BUMP6   8

Use light 6 in the bump map calculation.

◆ GX_TG_BUMP7

#define GX_TG_BUMP7   9

Use light 7 in the bump map calculation.

◆ GX_TG_MTX2x4

#define GX_TG_MTX2x4   1

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

◆ GX_TG_MTX3x4

#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.

◆ GX_TG_SRTG

#define GX_TG_SRTG   10

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