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>GXSetTevIndTile</title> 10</head> 11 12<body> 13 14<h1 align="left">GXSetTevIndTile</h1> 15 16 17<h2>C Specification</h2> 18 19<dl> 20<dd><PRE><CODE>#include <revolution/gx.h></CODE></PRE></dd> 21<dd><pre><CODE>void GXSetTevIndTile( <a href="../Enumerated_Types/GXTevStageID.html">GXTevStageID</a> tev_stage, 22<a href="../Enumerated_Types/GXIndTexStageID.html">GXIndTexStageID</a> ind_stage, 23u16 tilesize_s, 24u16 tilesize_t, 25u16 tilespacing_s, 26u16 tilespacing_t, 27<a href="../Enumerated_Types/GXIndTexFormat.html">GXIndTexFormat</a> format, 28<a href="../Enumerated_Types/GXIndTexMtxID.html">GXIndTexMtxID</a> matrix_sel, 29<a href="../Enumerated_Types/GXIndTexBiasSel.html">GXIndTexBiasSel</a> bias_sel, 30<a href="../Enumerated_Types/GXIndTexAlphaSel.html">GXIndTexAlphaSel</a> alpha_sel);</CODE></pre></dd> 31</dl> 32<h2>Arguments</h2> 33<TABLE border="1" cellpadding="3" cellspacing="0.1"> 34 <tr> 35<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>tev_stage</font></strong></em></TD> 36<TD width="520">the TEV stage to be set <BR>Accepted values are: <code>GX_TEVSTAGE0</code>, <code>GX_TEVSTAGE1</code>, <code>GX_TEVSTAGE2</code> through <code>GX_TEVSTAGE15</code>.</TD> 37 </tr> 38 <tr> 39<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>ind_stage</font></strong></em></TD> 40<TD width="520">the indirect stage results sued with this TEV stage <BR>Accepted values are:<BR><code>GX_INDTEXSTAGE0</code>, <code>GX_INDTEXSTAGE1</code>, <code>GX_INDTEXSTAGE2</code> and <code>GX_INDTEXSTAGE3</code>.</TD> 41 </tr> 42 <tr> 43<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>tilesize_s</font></strong></em></TD> 44<TD width="520">the size of the tile in the S dimension <BR>Applicable values are 16, 32, 64, 128 and 256.</TD> 45 </tr> 46 <tr> 47<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>tilesize_t</font></strong></em></TD> 48<TD width="520">the size of the tile in the T dimension <BR>Applicable values are 16, 32, 64, 128 and 256.</TD> 49 </tr> 50 <tr> 51<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>tilespacing_s</font></strong></em></TD> 52<TD width="520">the spacing of the tiles (in the tile-definition map) in the S dimension</TD> 53 </tr> 54 <tr> 55<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>tilespacing_t</font></strong></em></TD> 56<TD width="520">the spacing of the tiles (in the tile-definition map) in the T dimension</TD> 57 </tr> 58 <tr> 59<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>format</font></strong></em></TD> 60<TD width="520">which indirect texture format to use <BR>Accepted values are:<BR> 61 <TABLE border="1" width="500" cellspacing="0.1"> 62 63 <tr> 64<TD width="150" bgcolor="#C0C0C0">Name</TD> 65<TD width="350" bgcolor="#C0C0C0">Indirect Offset Data and Bump Alpha</TD> 66 </tr> 67 <tr> 68<TD width="150"><code>GX_ITF_8</code></TD> 69<TD width="350">Use all 8 bits as indirect offset data. The same data (the upper 5 bits) is copied as the bump alpha.</TD> 70 </tr> 71 <tr> 72<TD width="150"><code>GX_ITF_5</code></TD> 73<TD width="350">Use the lower 5 bits as indirect offset data. The remaining 3 bits are the bump alpha.</TD> 74 </tr> 75 <tr> 76<TD width="150"><code>GX_ITF_4</code></TD> 77<TD width="350">Use the lower 4 bits as indirect offset data. The remaining 4 bits are the bump alpha.</TD> 78 </tr> 79 <tr> 80<TD width="150"><code>GX_ITF_3</code></TD> 81<TD width="350">Use the lower 3 bits as indirect offset data. The remaining 5 bits are the bump alpha.</TD> 82 </tr> 83 84 </TABLE> 85 </TD> 86 </tr> 87 <tr> 88<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>matrix_sel</font></strong></em></TD> 89<TD width="520">The indirect matrix and scale value to multiply the offsets by.</TD> 90 </tr> 91 <tr> 92<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>bias_sel</font></strong></em></TD> 93<TD width="520">the tile stacking direction for pseudo-3D textures <BR>Accepted values are:<BR> 94 <TABLE border="1" width="500" cellspacing="0.1"> 95 96 <tr> 97<TD width="150" bgcolor="#C0C0C0">Name</TD> 98<TD width="350" bgcolor="#C0C0C0">Bias-applied Components</TD> 99 </tr> 100 <tr> 101<TD width="150"><code>GX_ITB_NONE</code></TD> 102<TD width="350">none</TD> 103 </tr> 104 <tr> 105<TD width="150"><code>GX_ITB_S</code></TD> 106<TD width="350">S component only</TD> 107 </tr> 108 <tr> 109<TD width="150"><code>GX_ITB_T</code></TD> 110<TD width="350">T component only</TD> 111 </tr> 112 <tr> 113<TD width="150"><code>GX_ITB_U</code></TD> 114<TD width="350">U component only</TD> 115 </tr> 116 <tr> 117<TD width="150"><code>GX_ITB_ST</code></TD> 118<TD width="350">S and T components</TD> 119 </tr> 120 <tr> 121<TD width="150"><code>GX_ITB_SU</code></TD> 122<TD width="350">S and U components</TD> 123 </tr> 124 <tr> 125<TD width="150"><code>GX_ITB_TU</code></TD> 126<TD width="350">T and U components</TD> 127 </tr> 128 <tr> 129<TD width="150"><code>GX_ITB_STU</code></TD> 130<TD width="350">all S/T/U components</TD> 131 </tr> 132 133 </TABLE> 134 </TD> 135 </tr> 136 <tr> 137<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>alpha_sel</font></strong></em></TD> 138<TD width="520">which offset component will supply the indirect bump alpha, if any (for pseudo-3D textures) <BR>Accepted values are:<BR> 139 <TABLE border="1" width="500" cellspacing="0.1"> 140 141 <tr> 142<TD width="150" bgcolor="#C0C0C0">Name</TD> 143<TD width="350" bgcolor="#C0C0C0">Bump Alpha Source</TD> 144 </tr> 145 <tr> 146<TD width="150"><code>GX_ITBA_OFF</code></TD> 147<TD width="350">no bump alpha</TD> 148 </tr> 149 <tr> 150<TD width="150"><code>GX_ITBA_S</code></TD> 151<TD width="350">S component supplies bump alpha</TD> 152 </tr> 153 <tr> 154<TD width="150"><code>GX_ITBA_T</code></TD> 155<TD width="350">T component supplies bump alpha</TD> 156 </tr> 157 <tr> 158<TD width="150"><code>GX_ITBA_U</code></TD> 159<TD width="350">U component supplies bump alpha</TD> 160 </tr> 161 162 </TABLE> 163 </TD> 164 </tr> 165</TABLE> 166<h2>Return Values</h2> 167 168<p>None.</p> 169<H2>Description</H2> 170<P>This function can be used to implement tile textures that use indirect textures. It will set up the correct values in the given indirect matrix; you only need to specify which matrix slot to use. </P> 171<P>Be aware that the regular texture map contains only the tile definitions. The actual texture size to be applied to the polygon being drawn is the product of the base tile size and the size of the indirect map. The <A href="../TexCoordGen/GXSetTexCoordScaleManually.html"><CODE>GXSetTexCoordScaleManually</CODE></A> function must be called to set the appropriate texture coordinate scale. <CODE><A href="GXSetIndTexCoordScale.html">GXSetIndTexCoordScale</A></CODE> can be used to use the same texcoord for the indirect stage as for the regular TEV stage.</P> 172 173<h2>See Also</h2> 174 175<p><A href="GXSetTevIndirect.html"><CODE>GXSetTevIndirect</CODE></A><br> <A href="../TexCoordGen/GXSetTexCoordScaleManually.html"><CODE>GXSetTexCoordScaleManually</CODE></A><br> <A href="GXSetIndTexCoordScale.html"><CODE>GXSetIndTexCoordScale</CODE></A></p> 176<H2>Revision History</H2> 177<P>03/01/2006 Initial version.</P> 178</BODY> 179</HTML>