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>GD Compared with GX</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GD Compared with GX</H1> 12<H2>Overview</H2> 13<P>GD functions and their corresponding GX functions are matched in the table below. Many of the GD functions are similar to their GX counterparts; as a result, individual function reference pages were not created for GD functions. Click on the GX function links to see relevant documents. For those GD functions that differ significantly or demand special attention, individual function reference pages are available.</P> 14<H2>Function List</H2> 15<TABLE border="1" cellpadding="2" cellspacing="0.1"> 16 <TBODY> 17 <TR> 18<TD bgcolor="#cccccc"><STRONG>GD Function</STRONG></TD> 19<TD bgcolor="#cccccc"><STRONG>GX Function</STRONG></TD> 20<TD bgcolor="#cccccc"><STRONG>Note</STRONG></TD> 21 </TR> 22 <TR> 23<TD><CODE><STRONG>---GDGeometry.h---</STRONG></CODE></TD> 24 <TD></TD> 25 <TD></TD> 26 </TR> 27 <TR> 28<TD><CODE>GDSetVtxDescv</CODE></TD> 29<TD><CODE><A href="../gx/Geometry/GXSetVtxDescv.html">GXSetVtxDescv</A></CODE></TD> 30<TD>No GD equivalent for <CODE>GXSetVtxDesc</CODE>.</TD> 31 </TR> 32 <TR> 33<TD><CODE>GDSetVtxAttrFmtv</CODE></TD> 34<TD><CODE><A href="../gx/Geometry/GXSetVtxAttrFmtv.html">GXSetVtxAttrFmtv</A></CODE></TD> 35<TD>No GD equivalent for <CODE>GXSetVtxAttrFmt</CODE>.</TD> 36 </TR> 37 <TR> 38<TD><CODE><a href="GDSetArray.html">GDSetArray<br> GDSetArrayRaw<br> GDPatchArrayPtr</a></CODE></TD> 39<TD><CODE><A href="../gx/Geometry/GXSetArray.html">GXSetArray</A></CODE></TD> 40<TD>Multiple GDs are implemented to simplify patching.</TD> 41 </TR> 42 <TR> 43<TD><CODE>GDSetTexCoordGen</CODE></TD> 44<TD><CODE><a href="../gx/TexCoordGen/GXSetTexCoordGen2.html">GXSetTexCoordGen2</a></CODE></TD> 45<TD>GD version does not include the matrix ID to use. Use <CODE><A href="GDSetCurrentMtx.html">GDSetCurrentMtx</A></CODE> to set the matrix ID to use.</TD> 46 </TR> 47 <TR> 48<TD><CODE><A href="GDSetGenMode.html">GDSetGenMode</A></CODE></TD> 49<TD><CODE><a href="../gx/TexCoordGen/GXSetNumTexGens.html">GXSetNumTexGens</a><BR></CODE><CODE><A href="../gx/Lighting/GXSetNumChans.html">GXSetNumChans</A></CODE><CODE><BR></CODE><CODE><A href="../gx/Tev/GXSetNumTevStages.html">GXSetNumTevStages</A></CODE></TD> 50<TD>All GX functions are combined into one.<br>Mask register is used to mask additional register settings.</TD> 51 </TR> 52 <TR> 53<TD><CODE><A href="GDSetGenMode.html">GDSetGenMode2</A></CODE></TD> 54<TD>All the above, plus:<br> <a href="../gx/Indirect/GXSetNumIndStages.html"><CODE>GXSetNumIndStages</CODE></a><br> <a href="../gx/Culling/GXSetCullMode.html"><CODE>GXSetCullMode</CODE></a></TD> 55<TD>All GX functions are combined into one.<br>Mask register is used to mask additional register settings.</TD> 56 </TR> 57 <TR> 58<TD><CODE>GDSetCullMode</CODE></TD> 59<TD><CODE><A href="../gx/Culling/GXSetCullMode.html">GXSetCullMode</A></CODE></TD> 60<TD>Mask register is used to mask additional register settings.</TD> 61 </TR> 62 <TR> 63<TD><CODE><A href="GDSetLPSize.html">GDSetLPSize</A></CODE></TD> 64<TD><CODE><a href="../gx/Geometry/GXSetPointSize.html">GXSetPointSize</a><br> <a href="../gx/Geometry/GXSetLineWidth.html">GXSetLineWidth</a><br> <a href="../gx/PixelProc/GXSetFieldMode.html">GXSetFieldMode</a></CODE></TD> 65<TD>All GX functions are combined into one.<br>In the GD version of <CODE>GXSetFieldMode</CODE>, only the line aspect ratio functions.</TD> 66 </TR> 67 <TR> 68<TD><CODE>GDSetCoPlanar</CODE></TD> 69<TD><CODE><A href="../gx/Culling/GXSetCoPlanar.html">GXSetCoPlanar</A></CODE></TD> 70 <TD></TD> 71 </TR> 72 <TR> 73<TD><CODE>GDBegin</CODE></TD> 74<TD><CODE><A href="../gx/Geometry/GXBegin.html">GXBegin</A></CODE></TD> 75<TD>GD version doesn't do error checking.</TD> 76 </TR> 77 <TR> 78<TD><CODE>GDEnd</CODE></TD> 79<TD><CODE><A href="../gx/Geometry/GXEnd.html">GXEnd</A></CODE></TD> 80<TD>GD version doesn't do error checking.</TD> 81 </TR> 82 <tr> 83<td width="20%" height="21"><strong><CODE>---GDIndirect.h---</CODE></strong></td> 84 <td width="20%" height="21"></td> 85 <td width="60%" height="21"></td> 86 </tr> 87 <tr> 88<td width="20%" height="21"><CODE>GDSetIndTexMtx</CODE></td> 89<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetIndTexMtx.html">GXSetIndTexMtx</a></CODE></td> 90 <td width="60%" height="21"></td> 91 </tr> 92 <tr> 93<td width="20%" height="21"><a href="GDSetIndTexCoordScale.html"><CODE>GDSetIndTexCoordScale</CODE></a></td> 94<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetIndTexCoordScale.html">GXSetIndTexCoordScale</a></CODE></td> 95<td width="60%" height="21">GD version sets two indirect stages at once.</td> 96 </tr> 97 <tr> 98<td width="20%" height="21"><a href="GDSetIndTexOrder.html"><CODE>GDSetIndTexOrder</CODE></a></td> 99<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetIndTexOrder.html">GXSetIndTexOrder</a></CODE></td> 100<td width="60%" height="21">GD version sets four indirect stages at once.</td> 101 </tr> 102 <tr> 103<td width="20%" height="21"><CODE>GDSetTevIndirect</CODE></td> 104<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetTevIndirect.html">GXSetTevIndirect</a></CODE></td> 105 <td width="60%" height="21"></td> 106 </tr> 107 <tr> 108<td width="20%" height="21"><CODE>GDSetTevDirect</CODE></td> 109<td width="20%" height="21"><a href="../gx/Indirect/GXSetTevDirect.html"><CODE>GXSetTevDirect</CODE></a></td> 110 <td width="60%" height="21"></td> 111 </tr> 112 <tr> 113<td width="20%" height="21"><CODE>GDSetTevIndWarp</CODE></td> 114<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetTevIndWarp.html">GXSetTevIndWarp</a></CODE></td> 115 <td width="60%" height="21"></td> 116 </tr> 117 <tr> 118<td width="20%" height="21"><CODE>GDSetTevIndTile</CODE></td> 119<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetTevIndTile.html">GXSetTevIndTile</a></CODE></td> 120 <td width="60%" height="21"></td> 121 </tr> 122 <tr> 123<td width="20%" height="22"><CODE>GDSetTevIndBumpST</CODE></td> 124<td width="20%" height="22"><a href="../gx/Indirect/GXSetTevIndBumpST.html"><CODE>GXSetTevIndBumpST</CODE></a></td> 125 <td width="60%" height="22"></td> 126 </tr> 127 <tr> 128<td width="20%" height="21"><CODE>GDSetTevIndBumpXYZ</CODE></td> 129<td width="20%" height="21"><CODE><a href="../gx/Indirect/GXSetTevIndBumpXYZ.html">GXSetTevIndBumpXYZ</a></CODE></td> 130 <td width="60%" height="21"></td> 131 </tr> 132 <tr> 133<td width="20%" height="21"><CODE>GDSetTevIndRepeat</CODE></td> 134<td width="20%" height="21"><a href="../gx/Indirect/GXSetTevIndRepeat.html"><CODE>GXSetTevIndRepeat</CODE></a></td> 135 <td width="60%" height="21"></td> 136 </tr> 137 <TR> 138<TD><CODE><STRONG>---GDLight.h---</STRONG></CODE></TD> 139 <TD></TD> 140 <TD></TD> 141 </TR> 142 <TR> 143<TD><CODE>GDSetLightAttn</CODE></TD> 144<TD><CODE><A href="../gx/Lighting/GXInitLightAttn.html">GXInitLightAttn</A></CODE></TD> 145<TD>GD version sets on specified hardware light register; GX version sets on light object.</TD> 146 </TR> 147 <TR> 148<TD><CODE>GDSetLightSpot</CODE></TD> 149<TD><CODE><A href="../gx/Lighting/GXInitLightSpot.html">GXInitLightSpot</A></CODE></TD> 150<TD>Same as above.</TD> 151 </TR> 152 <TR> 153<TD><CODE>GDSetLightDistAttn</CODE></TD> 154<TD><CODE><A href="../gx/Lighting/GXInitLightDistAttn.html">GXInitLightDistAttn</A></CODE></TD> 155<TD>Same as above.</TD> 156 </TR> 157 <TR> 158<TD><CODE>GDSetLightColor</CODE></TD> 159<TD><CODE><A href="../gx/Lighting/GXInitLightColor.html">GXInitLightColor</A></CODE></TD> 160<TD>Same as above.</TD> 161 </TR> 162 <TR> 163<TD><CODE>GDSetLightPos</CODE></TD> 164<TD><CODE><A href="../gx/Lighting/GXInitLightPos.html">GXInitLightPos</A></CODE></TD> 165<TD>Same as above.</TD> 166 </TR> 167 <TR> 168<TD><CODE>GDSetLightDir</CODE></TD> 169<TD><CODE><A href="../gx/Lighting/GXInitLightDir.html">GXInitLightDir</A></CODE></TD> 170<TD>Same as above.</TD> 171 </TR> 172 <TR> 173<TD><CODE>GDSetSpecularDir</CODE></TD> 174<TD><CODE><A href="../gx/Lighting/GXInitSpecularDir.html">GXInitSpecularDir</A></CODE></TD> 175<TD>Same as above.</TD> 176 </TR> 177 <TR> 178<TD><CODE>GDSetSpecularDirHA</CODE></TD> 179<TD><CODE><A href="../gx/Lighting/GXInitSpecularDirHA.html">GXInitSpecularDirHA</A></CODE></TD> 180<TD>Same as above.</TD> 181 </TR> 182 <TR> 183<TD><CODE>GDSetLightShininess</CODE></TD> 184<TD><CODE><A href="../gx/Lighting/GXInitLightShininess.html">GXInitLightShininess</A></CODE></TD> 185<TD>Same as above. (The GD version is inline. The GX version is a macro.)</TD> 186 </TR> 187 <TR> 188<TD><CODE>GDLoadLightObjIndx</CODE></TD> 189<TD><CODE><A href="../gx/Lighting/GXLoadLightObjIndx.html">GXLoadLightObjIndx</A></CODE></TD> 190 <TD></TD> 191 </TR> 192 <TR> 193<TD><CODE>GDSetChanAmbColor</CODE></TD> 194<TD><CODE><A href="../gx/Lighting/GXSetChanAmbColor.html">GXSetChanAmbColor</A></CODE></TD> 195 <TD></TD> 196 </TR> 197 <TR> 198<TD><CODE>GDSetChanMatColor</CODE></TD> 199<TD><CODE><A href="../gx/Lighting/GXSetChanMatColor.html">GXSetChanMatColor</A></CODE></TD> 200 <TD></TD> 201 </TR> 202 <TR> 203<TD><CODE>GDSetChanCtrl</CODE></TD> 204<TD><CODE><A href="../gx/Lighting/GXSetChanCtrl.html">GXSetChanCtrl</A></CODE></TD> 205 <TD></TD> 206 </TR> 207 <TR> 208<TD><CODE><STRONG>---GDPixel.h---</STRONG></CODE></TD> 209 <TD></TD> 210 <TD></TD> 211 </TR> 212 <TR> 213<TD><CODE>GDSetFog</CODE></TD> 214<TD><CODE><A href="../gx/PixelProc/GXSetFog.html">GXSetFog</A></CODE></TD> 215 <TD></TD> 216 </TR> 217 <TR> 218<TD><CODE>GDSetBlendMode</CODE></TD> 219<TD><CODE><A href="../gx/PixelProc/GXSetBlendMode.html">GXSetBlendMode</A></CODE></TD> 220<TD>Mask register is used to mask additional register settings.</TD> 221 </TR> 222 <TR> 223<TD><CODE>GDSetBlendModeEtc</CODE></TD> 224<TD><CODE><a href="../gx/PixelProc/GXSetBlendMode.html">GXSetBlendMode</a><br> <a href="../gx/PixelProc/GXSetColorUpdate.html">GXSetColorUpdate</a><br> <a href="../gx/PixelProc/GXSetAlphaUpdate.html">GXSetAlphaUpdate</a><br> <a href="../gx/PixelProc/GXSetDither.html">GXSetDither</a></CODE></TD> 225<TD>All GX functions are combined into one.</TD> 226 </TR> 227 <TR> 228<TD><CODE>GDSetZMode</CODE></TD> 229<TD><CODE><A href="../gx/PixelProc/GXSetZMode.html">GXSetZMode</A></CODE></TD> 230 <TD></TD> 231 </TR> 232 <TR> 233<TD><CODE>GDSetDstAlpha</CODE></TD> 234<TD><CODE><A href="../gx/PixelProc/GXSetDstAlpha.html">GXSetDstAlpha</A></CODE></TD> 235 <TD></TD> 236 </TR> 237 <TR> 238<TD><CODE>GDSetDrawSync</CODE></TD> 239<TD><CODE><A href="../gx/Management/GXSetDrawSync.html">GXSetDrawSync</A></CODE></TD> 240 <TD></TD> 241 </TR> 242 <TR> 243<TD><CODE><STRONG>---GDTev.h---</STRONG></CODE></TD> 244 <TD></TD> 245 <TD></TD> 246 </TR> 247 <TR> 248<TD><CODE>GDSetTevOp</CODE></TD> 249<TD><CODE><A href="../gx/Tev/GXSetTevOp.html">GXSetTevOp</A></CODE></TD> 250<TD>GD version sets swaps for rasterized color and texture to <CODE>GX_TEV_SWAP0</CODE>.</TD> 251 </TR> 252 <TR> 253<TD><CODE>GDSetTevColorCalc</CODE></TD> 254<TD><CODE><a href="../gx/Tev/GXSetTevColorIn.html">GXSetTevColorIn</a><br> <a href="../gx/Tev/GXSetTevColorOp.html">GXSetTEvColorOp</a></CODE></TD> 255<TD>Both GX functions are combined into one.</TD> 256 </TR> 257 <TR> 258<TD><CODE>GDSetAlphaCalcAndSwap</CODE></TD> 259<TD><CODE><a href="../gx/Tev/GXSetTevAlphaIn.html">GXSetTevAlphaIn</a><br> <a href="../gx/Tev/GXSetTevAlphaOp.html">GXSetTevAlphaOp</a><br> <a href="../gx/Tev/GXSetTevSwapMode.html">GXSetTevSwapMode</a></CODE></TD> 260<TD>All three GX functions are combined into one.</TD> 261 </TR> 262 <TR> 263<TD><CODE>GDSetTevColor</CODE></TD> 264<TD><CODE><A href="../gx/Tev/GXSetTevColor.html">GXSetTevColor</A></CODE></TD> 265 <TD></TD> 266 </TR> 267 <TR> 268<TD><CODE>GDSetTevColorS10</CODE></TD> 269<TD><CODE><A href="../gx/Tev/GXSetTevColorS10.html">GXSetTevColorS10</A></CODE></TD> 270 <TD></TD> 271 </TR> 272 <TR> 273<TD><CODE>GDSetTevKColor</CODE></TD> 274<TD><CODE><A href="../gx/Tev/GXSetTevKColor.html">GXSetTevKColor</A></CODE></TD> 275 <TD></TD> 276 </TR> 277 <TR> 278<TD><CODE><A href="GDSetTevKonstantSel.html">GDSetTevKonstantSel</A></CODE></TD> 279<TD><CODE><a href="../gx/Tev/GXSetTevKColorSel.html">GXSetTevKColorSel</a><br> <a href="../gx/Tev/GXSetTevKAlphaSel.html">GXSetTevKAlphaSel</a></CODE></TD> 280<TD>Both GX functions are combined into one.<br>GD version sets two TEV stages at once. Also see functions below.</TD> 281 </TR> 282 <TR> 283<TD><CODE>GDSetTevSwapModeTable</CODE></TD> 284<TD><CODE><A href="../gx/Tev/GXSetTevSwapModeTable.html">GXSetTevSwapModeTable</A></CODE></TD> 285<TD>GD version uses mask registers for avoiding collision. GX version uses shadow registers.</TD> 286 </TR> 287 <TR> 288<TD><CODE>GDSetAlphaCompare</CODE></TD> 289<TD><CODE><A href="../gx/Tev/GXSetAlphaCompare.html">GXSetAlphaCompare</A></CODE></TD> 290 <TD></TD> 291 </TR> 292 <TR> 293<TD><CODE>GDSetZTexture</CODE></TD> 294<TD><CODE><A href="../gx/Tev/GXSetZTexture.html">GXSetZTexture</A></CODE></TD> 295 <TD></TD> 296 </TR> 297 <TR> 298<TD><CODE><A href="GDSetTevOrder.html">GDSetTevOrder</A></CODE></TD> 299<TD><CODE><A href="../gx/Tev/GXSetTevOrder.html">GXSetTevOrder</A></CODE></TD> 300<TD>GD version sets two TEV stages at once.</TD> 301 </TR> 302 <TR> 303<TD><CODE><STRONG>---GDTexture.h---</STRONG></CODE></TD> 304 <TD></TD> 305 <TD></TD> 306 </TR> 307 <TR> 308<TD><CODE><A href="GDSetTexLookupMode.html">GDSetTexLookupMode</A></CODE></TD> 309<TD><CODE><a href="../gx/Texture/GXInitTexObj.html">GXInitTexObj</a><br> <a href="../gx/Texture/GXInitTexObjLOD.html">GXInitTexObjLOD</a></CODE></TD> 310<TD>Two GX functions are combined into one. (Partially omitted. See the following functions.)<BR>The GD version directly sets hardware registers. GX version initializes a <CODE>TexObj</CODE>.</TD> 311 </TR> 312 <TR> 313<TD><CODE><A href="GDSetTexImgAttr.html">GDSetTexImgAttr</A></CODE></TD> 314<TD><CODE><A href="../gx/Texture/GXInitTexObj.html">GXInitTexObj</A></CODE></TD> 315<TD>The GD version directly sets hardware registers. GX version initializes a <CODE>TexObj</CODE>.</TD> 316 </TR> 317 <TR> 318<TD><a href="GDSetTexImgPtr.html">GDSetTexImgPtr<br> GDSetTexImgPtrRaw<br> GDPatchTexImgPtr</a></TD> 319<TD><CODE><A href="../gx/Texture/GXInitTexObjData.html">GXInitTexObjData</A></CODE></TD> 320<TD>Same as above. Multiple GDs are implemented to simplify patching.</TD> 321 </TR> 322 <TR> 323<TD><CODE><A href="GDSetTexTlut.html">GDSetTexTlut</A></CODE></TD> 324<TD><CODE><a href="../gx/Texture/GXInitTexObjTlut.html">GXInitTexObjTlut</a><br> <a href="../gx/Texture/GXInitTlutRegion.html">GXInitTlutRegion</a></CODE></TD> 325<TD>The GD version directly sets hardware registers. The GX version manipulates objects.<br>The GX version uses callbacks to allocate memory. The GD version does not.</TD> 326 </TR> 327 <TR> 328<TD><CODE><A href="GDSetTexCached.html">GDSetTexCached</A></CODE></TD> 329<TD><CODE><A href="../gx/Texture/GXInitTexCacheRegion.html">GXInitTexCacheRegion</A></CODE></TD> 330<TD>Same as above.</TD> 331 </TR> 332 <TR> 333<TD><CODE><A href="GDSetTexPreLoaded.html">GDSetTexPreLoaded</A></CODE></TD> 334<TD><CODE><A href="../gx/Texture/GXInitTexPreLoadRegion.html">GXInitTexPreLoadRegion</A></CODE></TD> 335<TD>Same as above.</TD> 336 </TR> 337 <TR> 338<TD><CODE><A href="GDSetTexCoordScale.html">GDSetTexCoordScale</A></CODE></TD> 339<TD><CODE><A href="../gx/TexCoordGen/GXSetTexCoordScaleManually.html">GXSetTexCoordScaleManually</A></CODE></TD> 340<TD>Manual setting of all texture coordinates should be enabled.</TD> 341 </TR> 342 <TR> 343<TD><CODE><A href="GDSetTexCoordScale.html">GDSetTexCoordScale2</A></CODE></TD> 344<TD><CODE><A href="../gx/TexCoordGen/GXSetTexCoordScaleManually.html">GXSetTexCoordScaleManually</A></CODE><CODE><BR></CODE><CODE><A href="../gx/TexCoordGen/GXSetTexCoordCylWrap.html">GXSetTexCoordCylWrap</A></CODE><CODE><BR></CODE><CODE><A href="../gx/TexCoordGen/GXSetTexCoordBias.html">GXSetTexCoordBias</A></CODE></TD> 345<TD>Same as above.<br>All three GX functions are combined into one.</TD> 346 </TR> 347 <TR> 348<TD><CODE><A href="GDSetTexCoordScale.html">GDSetTexCoordScaleAndTOEs</A></CODE></TD> 349<TD><CODE><A href="../gx/TexCoordGen/GXSetTexCoordScaleManually.html">GXSetTexCoordScaleManually</A></CODE><CODE><BR></CODE><CODE><A href="../gx/TexCoordGen/GXSetTexCoordCylWrap.html">GXSetTexCoordCylWrap</A></CODE><CODE><BR></CODE><CODE><A href="../gx/TexCoordGen/GXSetTexCoordBias.html">GXSetTexCoordBias</A></CODE><CODE><BR></CODE><CODE><A href="../gx/Geometry/GXEnableTexOffsets.html">GXEnableTexOffsets</A></CODE></TD> 350<TD>Manual setting of all texture coordinates should be enabled.<br>All four GX functions are combined into one.</TD> 351 </TR> 352 <TR> 353<TD><CODE><A href="GDLoadTlut.html">GDLoadTlut<BR> GDLoadTlutRaw<BR> GDPatchTlutPtr</A></CODE></TD> 354<TD><CODE><A href="../gx/Texture/GXInitTlutObj.html">GXInitTlutObj</A></CODE><CODE><BR></CODE><CODE><A href="../gx/Texture/GXInitTlutRegion.html">GXInitTlutRegion</A></CODE><CODE><BR></CODE><CODE><A href="../gx/Texture/GXLoadTlut.html">GXLoadTlut</A></CODE></TD> 355<TD>GX version uses TLUT objects and callbacks. The GD does not.</TD> 356 </TR> 357 <TR> 358<TD><CODE><STRONG>--GDTransform.h---</STRONG></CODE></TD> 359 <TD></TD> 360 <TD></TD> 361 </TR> 362 <TR> 363<TD><CODE>GDLoadPosMtxImm</CODE></TD> 364<TD><CODE><A href="../gx/Transform/GXLoadPosMtxImm.html">GXLoadPosMtxImm</A></CODE></TD> 365 <TD></TD> 366 </TR> 367 <TR> 368<TD><CODE>GDLoadPosMtxIndx</CODE></TD> 369<TD><CODE><A href="../gx/Transform/GXLoadPosMtxIndx.html">GXLoadPosMtxIndx</A></CODE></TD> 370 <TD></TD> 371 </TR> 372 <TR> 373<TD><CODE>GDLoadNrmMtxImm</CODE></TD> 374<TD><CODE><A href="../gx/Transform/GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</A></CODE></TD> 375 <TD></TD> 376 </TR> 377 <TR> 378<TD><CODE>GDLoadNrmMtxImm3x3</CODE></TD> 379<TD><CODE><A href="../gx/Transform/GXLoadNrmMtxImm3x3.html">GXLoadNrmMtxImm3x3</A></CODE></TD> 380 <TD></TD> 381 </TR> 382 <TR> 383<TD><CODE>GDLoadNrmMtxIndx3x3</CODE></TD> 384<TD><CODE><A href="../gx/Transform/GXLoadNrmMtxIndx3x3.html">GXLoadNrmMtxIndx3x3</A></CODE></TD> 385 <TD></TD> 386 </TR> 387 <TR> 388<TD><CODE>GDLoadTexMtxImm</CODE></TD> 389<TD><CODE><A href="../gx/Transform/GXLoadTexMtxImm.html">GXLoadTexMtxImm</A></CODE></TD> 390 <TD></TD> 391 </TR> 392 <TR> 393<TD><CODE>GDLoadTexMtxIndx</CODE></TD> 394<TD><CODE><A href="../gx/Transform/GXLoadTexMtxIndx.html">GXLoadTexMtxIndx</A></CODE></TD> 395 <TD></TD> 396 </TR> 397 <TR> 398<TD><CODE><A href="GDSetCurrentMtx.html">GDSetCurrentMtx</A></CODE></TD> 399<TD><CODE><A href="../gx/Transform/GXSetCurrentMtx.html">GXSetCurrentMtx</A></CODE></TD> 400<TD>The GD version also sets the current texture conversion matrix (set in the <A href="../gx/TexCoordGen/GXSetTexCoordGen.html"><CODE>GXSetTexCoordGen</CODE></A> function).</TD> 401 </TR> 402 <TR> 403<TD><CODE>GDSetProjection</CODE></TD> 404<TD><CODE><A href="../gx/Transform/GXSetProjection.html">GXSetProjection</A></CODE></TD> 405 <TD></TD> 406 </TR> 407 <TR> 408<TD><CODE><STRONG>--GDVertex.h---</STRONG></CODE></TD> 409 <TD></TD> 410 <TD></TD> 411 </TR> 412 <TR> 413<TD><CODE>GDMatrixIndex1u8</CODE></TD> 414<TD><CODE><A href="../gx/Geometry/GXMatrixIndex.html">GXMatrixIndex1u8</A></CODE></TD> 415 <TD></TD> 416 </TR> 417 <TR> 418<TD><CODE>GDPosition[n][t]</CODE></TD> 419<TD><CODE><A href="../gx/Geometry/GXPosition.html">GXPosition[n][t]</A></CODE></TD> 420 <TD></TD> 421 </TR> 422 <TR> 423<TD><CODE>GDNormal[n][t]</CODE></TD> 424<TD><CODE><A href="../gx/Geometry/GXNormal.html">GXNormal[n][t]</A></CODE></TD> 425 <TD></TD> 426 </TR> 427 <TR> 428<TD><CODE>GDColor[n][t]</CODE></TD> 429<TD><CODE><A href="../gx/Geometry/GXColor.html">GXColor[n][t]</A></CODE></TD> 430 <TD></TD> 431 </TR> 432 <TR> 433<TD><CODE>GDTexCoord[n][t]</CODE></TD> 434<TD><CODE><A href="../gx/Geometry/GXTexCoord.html">GXTexCoord[n][t]</A></CODE></TD> 435 <TD></TD> 436 </TR> 437 </TBODY> 438</TABLE> 439<H2>Revision History</H2> 440<P>03/01/2006 Initial version.</P> 441</BODY> 442</HTML>