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9<title>GXSetNumTexGens</title>
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14<h1 align="left">GXSetNumTexGens</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXSetNumTexGens( u8 nTexGens );
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<TABLE class="arguments" border="1" >
25  <tr>
26<TH><STRONG><EM><CODE>nTexGens</CODE></EM></STRONG></TH>
27<TD>Number of texture coordinates to generate. The minimum value is 0; the maximum value is 8.</TD>
28  </tr>
29</TABLE>
30
31<h2>Return Values</h2>
32<p>None.</p>
33
34<H2>Description</H2>
35<P>This function sets the number of texture coordinates that are generated and available for use in texture environment (TEV) stages.&nbsp;Texture coordinates are generated from the input data specified with the <A href="GXSetTexCoordGen.html"><CODE>GXSetTexCoordGen</CODE></A> function. The generated texture coordinates are linked to specific textures and specific TEV stages using the <A href="../Tev/GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A> function.</P>
36<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. If <SPAN class="argument">nTexGens</SPAN> is set to 0, no texture coordinates will be generated. In this case, at least one color channel must be output. For more information, see the <A href="../Lighting/GXSetNumChans.html"><CODE>GXSetNumChans</CODE></A> function.</P>
37
38<h2>See Also</h2>
39<P class="reference">
40<A href="GXSetTexCoordGen.html">GXSetTexCoordGen</A>,
41<A href="GXSetTexCoordGen2.html">GXSetTexCoordGen2</A>,
42<A href="../Tev/GXSetTevOrder.html">GXSetTevOrder</A>
43</P>
44
45<H2>Revision History</H2>
46<P>
472006/03/01 Initial version.<br>
48</P>
49
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