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8<TITLE>GXGetLightPosv</TITLE>
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11<H1 align="left">GXGetLightPosv</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15<PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE>
16  <DD>
17<PRE><CODE>#define GXGetLightPosv(lo, vec) \
18(GXGetLightPos((lo), (f32*)(vec), (f32*)(vec)+1, (f32*)(vec)+2))</CODE></PRE>
19</DL>
20<H2>Arguments</H2>
21<TABLE border="1" cellpadding="3" cellspacing="0.1">
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23    <TR>
24<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>lo</CODE></STRONG></EM></TD>
25<TD width="520">Pointer to a light object</TD>
26    </TR>
27    <TR>
28<TD width="120" bgcolor="#ffffe8"><EM><STRONG><CODE>vec</CODE></STRONG></EM></TD>
29<TD width="520">Position vector. You can use an array of f32 or a structure.</TD>
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31  </TBODY>
32</TABLE>
33<H2>Return Values</H2>
34<P>None.</P>
35<H2>Description</H2>
36<P>This function returns the position of the light from a light object in a vector structure.&nbsp;The light position may be set using <a href="GXInitLightPos.html"><code>GXInitLightPos</code></a>, <a href="GXInitLightPosv.html"><code>GXInitLightPosv</code></a>, <a href="GXInitSpecularDir.html"><code>GXInitSpecularDir</code></a>, and <a href="GXInitSpecularDirv.html"><code>GXInitSpecularDirv</code></a>.</P>
37<H2>See Also</H2>
38<P><code><a href="GXInitLightPos.html">GXInitLightPos</a><br> <a href="GXInitLightPosv.html">GXInitLightPosv</a><br> <a href="GXInitSpecularDir.html">GXInitSpecularDir</a><br> <a href="GXInitSpecularDirv.html">GXInitSpecularDirv</a><br> <br></code></P>
39<H2>Revision History</H2>
40<P>03/01/2006 Initial version.</P></BODY>
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