1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<LINK rel="stylesheet" type="text/css" href="../../../CSS/revolution.css"> 9<title>tev-ztex</title> 10</head> 11 12<body> 13 14<h1 align="left">tev-ztex</h1> 15 16<h2>Description</h2> 17<p>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.</p> 18 19<h2>Coverage</h2> 20<TABLE border="1" cellpadding="3" cellspacing="0.1" width="640"> 21 <tr> 22<TD width="30%" bgcolor="#C0C0C0"><EM><STRONG>Functions</STRONG></EM></TD> 23<TD width="25%" bgcolor="#C0C0C0"><EM><STRONG>Parameters</STRONG></EM></TD> 24<TD width="45%" bgcolor="#C0C0C0"><EM><STRONG>Description</STRONG></EM></TD> 25 </tr> 26 <tr> 27<TD width="30%" rowspan="5"><code><a href="../../../gx/Texture/GXInitTexObj.html">GXInitTexObj</a></code></TD> 28<TD width="25%"><SPAN class="argument">Pointer to image data.</SPAN></TD> 29<TD width="45%">Appropriate value.</TD> 30 </tr> 31 <tr> 32<TD width="25%"><SPAN class="argument">Width and height</SPAN></TD> 33<TD width="45%">Appropriate value.</TD> 34 </tr> 35 <tr> 36<TD width="25%"><SPAN class="argument">Texture Format</SPAN></TD> 37<TD width="45%"><strong><CODE>GX_TF_Z8</CODE></strong> / <strong><CODE>GX_TF_Z16</CODE></strong></TD> 38 </tr> 39 <tr> 40<TD width="25%"><SPAN class="argument">Clamp (S, T)</SPAN></TD> 41<TD width="45%"><CODE>GX_CLAMP</CODE> (N/A)</TD> 42 </tr> 43 <tr> 44<TD width="25%"><SPAN class="argument">Mipmap</SPAN></TD> 45<TD width="45%"><CODE>GX_DISABLE</CODE></TD> 46 </tr> 47 <tr> 48<TD width="30%" rowspan="5"><code><a href="../../../gx/Texture/GXInitTexObjLOD.html"><CODE>GXInitTexObjLOD</CODE></a></code></TD> 49<TD width="25%"><SPAN class="argument">min_filter</SPAN></TD> 50<TD width="45%"><CODE>GX_NEAR</CODE></TD> 51 </tr> 52 <tr> 53<TD width="25%"><SPAN class="argument">max_filter</SPAN></TD> 54<TD width="45%"><CODE>GX_NEAR</CODE></TD> 55 </tr> 56 <tr> 57<TD width="25%"><SPAN class="argument">min_lod, max_lod, lod_bias</SPAN></TD> 58<TD width="45%">0.0f, 0.0f, 0.0f (don't care)</TD> 59 </tr> 60 <tr> 61<TD width="25%"><SPAN class="argument">bias_clamp, do_edge_lod</SPAN></TD> 62<TD width="45%"><CODE>GX_DISABLE</CODE> (don't care)</TD> 63 </tr> 64 <tr> 65<TD width="25%"><SPAN class="argument"><STRONG><EM><CODE>max_aniso</CODE></EM></STRONG></SPAN></TD> 66<TD width="45%"><CODE>GX_ANISO_1</CODE></TD> 67 </tr> 68 <tr> 69<TD width="30%" rowspan="3"><code><a href="../../../gx/Tev/GXSetZTexture.html">GXSetZTexture</a></code></TD> 70<TD width="25%"><SPAN class="argument">Operations</SPAN></TD> 71<TD width="45%"><strong><CODE>GX_ZT_DISABLE</CODE></strong>, <strong><CODE>GX_ZT_REPLACE</CODE></strong>, <strong><CODE>GX_ZT_ADD</CODE></strong></TD> 72 </tr> 73 <tr> 74<TD width="25%"><SPAN class="argument">format</SPAN></TD> 75<TD width="45%"><strong><CODE>GX_TF_Z8</CODE></strong> / <strong><CODE>GX_TF_Z16</CODE></strong></TD> 76 </tr> 77 <tr> 78<TD width="25%"><SPAN class="argument">bias</SPAN></TD> 79<TD width="45%">some constant values</TD> 80 </tr> 81 <tr> 82<TD width="30%"><code><a href="../../../gx/PixelProc/GXSetZCompLoc.html"><CODE>GXSetZCompLoc</CODE></a></code></TD> 83<TD width="25%"><SPAN class="argument">before texture process</SPAN></TD> 84<TD width="45%"><CODE><font face="Courier New">GX_FALSE</font>.</CODE></TD> 85 </tr> 86 <tr> 87<TD width="30%" rowspan="5"><code><a href="../../../gx/Tev/GXSetAlphaCompare.html"><CODE>GXSetAlphaCompare</CODE></a></code></TD> 88<TD width="25%"><SPAN class="argument">comp0</SPAN></TD> 89<TD width="45%"><CODE>GX_GREATER</CODE></TD> 90 </tr> 91 <tr> 92<TD width="25%"><SPAN class="argument">ref0</SPAN></TD> 93<TD width="45%">Appropriate tolerance value.</TD> 94 </tr> 95 <tr> 96<TD width="25%"><SPAN class="argument">op</SPAN></TD> 97<TD width="45%"><CODE>GX_AOP_AND</CODE></TD> 98 </tr> 99 <tr> 100<TD width="25%"><SPAN class="argument">comp1</SPAN></TD> 101<TD width="45%"><CODE>GX_ALWAYS</CODE></TD> 102 </tr> 103 <tr> 104<TD width="25%"><SPAN class="argument">ref1</SPAN></TD> 105<TD width="45%">N/A</TD> 106 </tr> 107</TABLE> 108 109<h2>Using the Demo</h2> 110<P>The Menu button exits the demo.</P> 111<P>The L and R Buttons change the water level.<BR>The Control Stick moves selected tree sprite. X/Y Buttons select a tree.<BR>B Button cycles the Z texture setting in the following order.<BR>[Bias-On], [Bias-Off], [Replace], [Z texture off]</P> 112 113<h2>Snapshot</h2> 114<P><IMG src="./images/tev-ztex-0.jpg" alt="tev-ztex-0.jpg (86439 bytes)" WIDTH="640" HEIGHT="448"></p> 115 116<h2>Required Data Files</h2> 117<p><CODE>$REVOLUTION_SDK_ROOT/dvddata/gxTests/tev-04.tpl</CODE></p> 118 119<H2>Revision History</H2> 120<P> 1212006/03/01 Initial version.<br> 122</P> 123 124<hr><p>CONFIDENTIAL</p></body> 125</html>