1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META http-equiv="Content-Style-Type" content="text/css"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<LINK rel="stylesheet" type="text/css" href="../CSS/revolution.css"> 8<TITLE>GDSetGenMode</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GDSetGenMode / GDSetGenMode2</H1> 12<H2>C Specification</H2> 13<DL> 14 <DD> 15<PRE><CODE>#include <revolution/gd.h></CODE></PRE> 16 <DD> 17<PRE>void GDSetGenMode( u8 nTexGens, u8 nChans, u8 nTevs ); 18 19void GDSetGenMode2( u8 nTexGens, u8 nChans, u8 nTevs, u8 nInds, <a href="../gx/Enumerated_Types/GXCullMode.html">GXCullMode</a> cm );</PRE> 20</DL> 21<H2>Arguments</H2> 22<TABLE border="1" cellpadding="3" cellspacing="0.1"> 23 <TBODY> 24 <TR> 25<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>nTexGens</CODE></EM></STRONG></FONT></STRONG></EM></TD> 26<TD width="520">Specifies the number of texture coordinates being generated.</TD> 27 </TR> 28 <TR> 29<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>nChans</CODE></EM></STRONG></FONT></STRONG></EM></TD> 30<TD width="520">Specifies the number of active lighting channels.</TD> 31 </TR> 32 <TR> 33<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>nTevs</CODE></EM></STRONG></FONT></STRONG></EM></TD> 34<TD width="520">Specifies the number of active TEV stages.</TD> 35 </TR> 36 <TR> 37<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>nInds</CODE></EM></STRONG></FONT></STRONG></EM></TD> 38<TD width="520">Specifies the number of active indirect texture stages.</TD> 39 </TR> 40 <TR> 41<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>cm</CODE></EM></STRONG></FONT></STRONG></EM></TD> 42<TD width="520">Specifies the front and back face culling mode.</TD> 43 </TR> 44 </TBODY> 45</TABLE> 46<H2>Return Values</H2> 47<P>None.</P> 48<H2>Description</H2> 49<P>The functions listed below set various parameters that control the entire graphics pipeline.</P> 50<UL> 51<LI>The number of texture coordinates being generated (calculated). 52<LI>The number of active lighting channels. 53<LI>The number of active TEV stages. 54<LI>The number of active indirect texture stages. 55<LI>The front and back face culling mode. 56</UL> 57<P>Because these settings share a graphics hardware register, these settings are set simultaneously. In addition to these settings, this register also controls the settings for antialiasing (multisampling) mode and coplanar (Z freeze) mode. To isolate the various settings, you can use the hardware mask register so that you can change only the desired bits.</P> 58<P>For flexibility, two different versions of the <code>GDSetGenMode</code> function are provided. One changes the most common settings, and the other changes a greater range of settings.</P> 59<H2>See Also</H2> 60<P><A href="../gx/TexCoordGen/GXSetNumTexGens.html"><CODE>GXSetNumTexGens</CODE></A><BR> <A href="../gx/Lighting/GXSetNumChans.html"><CODE>GXSetNumChans</CODE></A><BR> <A href="../gx/Tev/GXSetNumTevStages.html"><CODE>GXSetNumTevStages</CODE></A><BR> <A href="../gx/Indirect/GXSetNumIndStages.html"><CODE>GXSetNumIndStages</CODE></A><BR> <A href="../gx/Culling/GXSetCullMode.html"><CODE>GXSetCullMode</CODE></A><BR> <A href="../gx/Culling/GXSetCoPlanar.html"><CODE>GXSetCoPlanar</CODE></A><BR> <A href="../gx/PixelProc/GXSetPixelFmt.html"><CODE>GXSetPixelFmt</CODE></A></P> 61<H2>Revision History</H2> 62<P>03/01/2006 Initial version.</P> 63</BODY> 64</HTML>