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9<title>GXSetNumTevStages</title>
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14<h1 align="left">GXSetNumTevStages</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXSetNumTevStages( u8 nStages );
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<TABLE class="arguments" border="1" >
25  <tr>
26<TH>nStages</TH>
27<TD>The number of TEV <A href="../Enumerated_Types/GXTevStageID.html">stages</A> that are active. Minimum value is 1; maximum value is 16.</TD>
28  </tr>
29</TABLE>
30
31<h2>Return Values</h2>
32<p>None.</p>
33
34<H2>Description</H2>
35<P>This function enables a <em>consecutive</em> number of Texture Environment (TEV) stages.&nbsp;The output pixel color (before fogging and blending) is the result from the last stage.&nbsp;The final TEV stage must write to the register <CODE>GX_TEVPREV</CODE>. See the <A href="GXSetTevColorOp.html"><CODE>GXSetTevColorOp</CODE></A> and <A href="GXSetTevAlphaOp.html"><CODE>GXSetTevAlphaOp</CODE></A> functions. At least one TEV stage must be enabled.&nbsp;If a Z-texture is enabled, the Z texture must be looked up in the final stage. For details, see the <A href="GXSetZTexture.html"><CODE>GXSetZTexture</CODE></A> function.</P>
36<P>The association of lighting colors, texture coordinates, and texture maps with a TEV stage is set using <A href="GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A>. The number of texture coordinates available is set using <A href="../TexCoordGen/GXSetNumTexGens.html"><CODE>GXSetNumTexGens</CODE></A>. The number of color channels available is set using <A href="../Lighting/GXSetNumChans.html"><CODE>GXSetNumChans</CODE></A>.</P>
37<P>The <A href="../Management/GXInit.html"><CODE>GXInit</CODE></A> function will set <SPAN class="argument">nStages</SPAN> to 1.</P>
38
39<h2>See Also</h2>
40<P class="reference">
41<a href="../Management/GXInit.html">GXInit</a>,
42<a href="../Geometry/GXSetVtxDesc.html">GXSetVtxDesc</a>
43</p>
44
45<H2>Revision History</H2>
46<P>
472006/03/01 Initial version.<br>
48</P>
49
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