This program shows an example usage of Z texture. Every object in the scene (except water surface) is drawn as 2D sprites by using static textures. However, these sprites also contain depth offset information (Z texture), so a type of 3D effect can be produced (for example, intersections of terrain and water surface). In this demo, Z textures are also prepared as static data.
| Function | Parameters | Description |
GXInitTexObj |
Pointer to image data. | Appropriate value. |
| Width and height | Appropriate value. | |
| Texture Format | GX_TF_Z8 / GX_TF_Z16 | |
| clamp_s, clamp_t | GX_CLAMP (N/A) | |
| Mipmap | GX_DISABLE | |
GXInitTexObjLOD |
min_filter | GX_NEAR |
| max_filter | GX_NEAR | |
| min_lod, max_lod, lod_bias | 0.0f, 0.0f, 0.0f (don't care) | |
| bias_clamp, do_edge_lod | GX_DISABLE (don't care) | |
| max_aniso | GX_ANISO_1 | |
GXSetZTexture |
operation | GX_ZT_DISABLE, GX_ZT_REPLACE, GX_ZT_ADD |
| Format | GX_TF_Z8 / GX_TF_Z16 | |
| bias | some constant values | |
GXSetZCompLoc |
before texture process | GX_FALSE |
GXSetAlphaCompare |
comp0 | GX_GREATER |
| ref0 | Appropriate tolerance value. | |
| op | GX_AOP_AND | |
| comp1 | GX_ALWAYS | |
| ref1 | N/A |
The Menu button exits the demo.
The L and R Buttons change the water level. The Control Stick moves selected tree sprite. X/Y Buttons select a tree. B Button cycles the Z texture setting in the following order. [Bias-On], [Bias-Off], [Replace], [Z texture off]

$REVOLUTION_SDK_ROOT/dvddata/gxTests/tev-04.tpl
03/01/2006 Initial version.