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9<title>GXSetNumChans</title>
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14<h1 align="left">GXSetNumChans</h1>
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16
17<h2>C Specification</h2>
18
19<dl>
20<dd><pre><CODE>#include &lt;revolution/gx.h&gt;</CODE></pre>
21  </dd>
22<dd><pre><CODE>void GXSetNumChans( u8 nChans );</CODE></pre>
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26<h2>Arguments</h2>
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28<table border="1" cellpadding="3" cellspacing="0.1">
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30<td width="120" bgcolor="#ffffe8"><em><strong><CODE>nChans</CODE></strong></em></td>
31<td width="520">Number of color channels to rasterize.&nbsp;Minimum value is 0, maximum value is 2.</td>
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35<h2>Return Values</h2>
36
37<p>None.</p>
38<H2>Description</H2>
39<P>This function sets the number of color channels that are output to the Texture Environment (TEV) stages.&nbsp;Color channels are the mechanism used to compute per-vertex lighting effects.&nbsp;Color channels are controlled using <a href="GXSetChanCtrl.html"><code>GXSetChanCtrl</code></a>.&nbsp;Color channels are linked to specific Texture Environment (TEV) stages using <a href="../Tev/GXSetTevOrder.html"><code>GXSetTevOrder</code></a>.</P>
40<P>This function basically defines the number of per-vertex colors that get rasterized. If <EM><STRONG><CODE>nChans</CODE></STRONG></EM> is set to 0, at least one texture coordinate must be generated. Use the <CODE><A href="../TexCoordGen/GXSetNumTexGens.html">GXSetNumTexGens</A></CODE> function to set it (see <CODE>GXSetNumTexGens</CODE>). If <EM><STRONG><CODE>nChans</CODE></STRONG></EM> is set to 1, channel <CODE>GX_COLOR0A0</CODE> will be rasterized. If <CODE><EM><STRONG>nChans</STRONG></EM></CODE> is set to 2 (the maximum value), <CODE>GX_COLOR0A0</CODE> and <CODE>GX_COLOR1A1</CODE> will be rasterized.</P>
41<h2>See Also</h2>
42<P><A href="GXSetChanCtrl.html"><CODE>GXSetChanCtrl</CODE></A></P>
43<H2>Revision History</H2>
44<P>03/01/2006 Initial version.</P></body>
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