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9<title>GXGetLightDirv</title>
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14<h1 align="left">GXGetLightDirv</h1>
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16
17<h2>C Specification</h2>
18
19<dl>
20  <dd><pre><CODE>#include &lt;revolution/gx.h&gt;</CODE></pre></dd>
21  <dd><pre><CODE>#define GXGetLightDirv(lo, vec) \
22 (GXGetLightDir((lo), (f32*)(vec), (f32*)(vec)+1, (f32*)(vec)+2))</CODE></pre></dd>
23</dl>
24<h2>Arguments</h2>
25<TABLE border="1" cellpadding="3" cellspacing="0.1">
26  <tr>
27<TD width="120" bgcolor="#ffffe8"><em><strong><CODE>lo</CODE></strong></em></TD>
28<TD width="520">Pointer to a light object</TD>
29    </tr>
30  <tr>
31<TD width="120" bgcolor="#ffffe8"><em><strong><CODE>vec</CODE></strong></em></TD>
32<TD width="520">Returns direction vector. You may use an array of f32 or a structure.</TD>
33    </tr>
34</TABLE>
35<h2>Return Values</h2>
36
37<p>None.</p>
38<H2>Description</H2>
39<P>This macro returns the direction of the light from a light object into a vector structure.&nbsp;Use <a href="GXInitLightDir.html"><code>GXInitLightDir</code></a>, <a href="GXInitLightDirv.html"><code>GXInitLightDirv</code></a>, <a href="GXInitSpecularDir.html"><code>GXInitSpecularDir</code></a>, or <a href="GXInitSpecularDirv.html"><code>GXInitSpecularDirv</code></a> to set the light direction.</P>
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41<h2>See Also</h2>
42
43<p><code><a href="GXInitLightDir.html">GXInitLightDir</a><br> <a href="GXInitLightDirv.html">GXInitLightDirv</a><br> <a href="GXInitSpecularDir.html">GXInitSpecularDir</a><br> <a href="GXInitSpecularDirv.html">GXInitSpecularDirv</a><br></code></p>
44<H2>Revision History</H2>
45<P>2006/03/01 Initial version.</P>
46<hr>
47<P>CONFIDENTIAL</p>
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