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14<h1 align="left">GXDrawSphere</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXDrawSphere(
21    u8          numMajor,
22    u8          numMinor );
23</pre></dd></dl>
24
25<h2>Arguments</h2>
26<TABLE class="arguments" border="1" >
27  <tr>
28<TH>numMajor</TH>
29<TD>Number of latitude divisions.</TD>
30  </tr>
31  <tr>
32<TH>numMinor</TH>
33<TD>Number of longitude divisions.</TD>
34  </tr>
35</TABLE>
36
37<h2>Return Values</h2>
38<p>None.</p>
39
40<H2>Description</H2>
41<P>This function draws a unit sphere.&nbsp;You can control the number of divisions in latitude and longitude using <code><em><strong>numMajor</strong></em></code> and <code><em><strong>numMinor</strong></em></code>. By default, this function generates both vertex coordinate information and normal information in 32-bit floating point. This function also includes a binormal/tangent or texture coordinates (<CODE>GX_VA_TEX0</CODE>) corresponding to the vertex descriptor state at the time this function is called. Before rendering, this function saves the current vertex descriptor and the vertex attribute format (and restores them afterward), so as not to interfere with the application's state.</P>
42<DL><DD><CODE><A href="GXDrawSphere.html">GXDrawSphere</A>(8, 16);</CODE></DD></DL>
43<P>In the above example, the sphere is rendered centered about the origin.</P>
44
45<h2>See Also</h2>
46<P class="reference">
47<a href="GXDrawSphere1.html">GXDrawSphere1</a>
48</p>
49
50<H2>Revision History</H2>
51<P>
522006/03/01 Initial version.<br>
53</P>
54
55<hr><p>CONFIDENTIAL</p></body>
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