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9<title>GXSetNumTexGens</title>
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14<h1 align="left">GXSetNumTexGens</h1>
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16<h2>C Specification</h2>
17
18<dl>
19<dd><pre><CODE>#include &lt;revolution/gx.h&gt;</CODE></pre></dd>
20<dd><pre><CODE>void GXSetNumTexGens( u8 nTexGens );</CODE></pre></dd>
21</dl><h2>Arguments</h2>
22<TABLE border="1" cellpadding="3" cellspacing="0.1">
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24<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>nTexGens</font></strong></em></TD>
25<TD width="520">Number of texture coordinates to generate. The minimum value is 0 and the maximum value is 8.
26    </TD>
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29<h2>Return Values</h2>
30
31<p>None.</p>
32<H2>Description</H2>
33<P>This function sets the number of texture coordinates that are generated and available for use in the Texture Environment (TEV) stages.&nbsp;Texture coordinates are generated from input data as described by <a href="GXSetTexCoordGen.html"><code>GXSetTexCoordGen</code></a>. The generated texture coordinates are linked to specific textures and specific Texture Environment (TEV) stages using <a href="../Tev/GXSetTevOrder.html"><code>GXSetTevOrder</code></a>.</P>
34<P>A consecutive number of texture coordinates may be generated, starting at <code>GX_TEXCOORD0</code>. A maximum of eight texture coordinates may be generated.&nbsp;If <em><strong><code>nTexGens</code></strong></em> is set to 0, no texture coordinates will be generated.&nbsp;In this case, at least one color channel must be output. For more information, see <a href="../Lighting/GXSetNumChans.html"><code>GXSetNumChans</code></a>.</P>
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36<h2>See Also</h2>
37<P><a href="GXSetTexCoordGen.html">GXSetTexCoordGen</a><br> <a href="GXSetTexCoordGen2.html">GXSetTexCoordGen2</a><br> <a href="../Tev/GXSetTevOrder.html">GXSetTevOrder </a></P>
38<H2>Revision History</H2>
39<P>2006/03/01 Initial version.</P>
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41<P>CONFIDENTIAL</p>
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