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9<title>GXSetNumChans</title>
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14<h1 align="left">GXSetNumChans</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXSetNumChans( u8 nChans );
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<TABLE class="arguments" border="1" >
25  <tr>
26<th>nChans</th>
27<td>Number of color channels to rasterize.&nbsp;Minimum value is 0; maximum value is 2.</td>
28  </tr>
29</table>
30
31<h2>Return Values</h2>
32<p>None.</p>
33
34<H2>Description</H2>
35<P>This function sets the number of color channels that are output to the Texture Environment (TEV) stages.&nbsp;Color channels are the mechanism used to compute per-vertex lighting effects.&nbsp;Color channels are controlled using the <A href="GXSetChanCtrl.html"><CODE>GXSetChanCtrl</CODE></A> function.&nbsp;Color channels are linked to specific texture environment (TEV) stages with the <A href="../Tev/GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A> function.</P>
36<P>This function basically defines the number of per-vertex colors that get rasterized. If <SPAN class="argument">nChans</SPAN> is set to 0, at least one texture coordinate must be generated. This is set using the <A href="../TexCoordGen/GXSetNumTexGens.html"><CODE>GXSetNumTexGens</CODE></A> function (see the <CODE>GXSetNumTexGens</CODE> function). If <SPAN class="argument">nChans</SPAN> is set to 1, channel <CODE>GX_COLOR0A0</CODE> will be rasterized. If <SPAN class="argument">nChans</SPAN> is set to 2 (the maximum value), <CODE>GX_COLOR0A0</CODE> and <CODE>GX_COLOR1A1</CODE> will be rasterized.</P>
37
38<h2>See Also</h2>
39<P class="reference">
40<A href="GXSetChanCtrl.html">GXSetChanCtrl</A>
41</P>
42
43<H2>Revision History</H2>
44<P>
452006/03/01 Initial version.<br>
46</P>
47
48<hr><p>CONFIDENTIAL</p></body>
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