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5<BODY>
6<H1><A name="Graphics API">Graphicx Library (GX) API Function List</A></H1>
7<H3>  <A href="GXState.html">GX State Issues</A></H3>
8<H2><A name="Geometry and Vertex">Geometry and Vertices</A></H2>
9<TABLE border="1">
10  <TBODY>
11    <TR bgcolor="#ffffff">
12<TD nowrap><A href="Geometry/GXSetVtxDesc.html"><CODE>GXSetVtxDesc</CODE></A></TD>
13<TD nowrap>Sets the attribute type for the current vertex descriptor.</TD>
14    </TR>
15    <TR>
16<TD nowrap><A href="Geometry/GXSetVtxDescv.html">GXSetVtxDescv</A></TD>
17<TD nowrap>Sets the attribute type for the current vertex descriptor. This type passes a pointer to an array that lists multiple attributes.</TD>
18    </TR>
19    <TR>
20<TD nowrap><A href="Geometry/GXClearVtxDesc.html">GXClearVtxDesc</A></TD>
21<TD nowrap>Clears all attributes of the current vertex descriptor.</TD>
22    </TR>
23    <TR>
24<TD nowrap><A href="Geometry/GXSetVtxAttrFmt.html"><CODE>GXSetVtxAttrFmt</CODE></A></TD>
25<TD nowrap>Sets the attribute format for the VAT (Vertex Attribute Format Table).</TD>
26    </TR>
27    <TR>
28<TD nowrap><A href="Geometry/GXSetVtxAttrFmtv.html">GXSetVtxAttrFmtv</A></TD>
29<TD nowrap>Sets the attribute format for the VAT (Vertex Attribute Format Table). This type passes a pointer to an array that lists multiple attribute formats.</TD>
30    </TR>
31    <TR bgcolor="#ffffff">
32<TD nowrap><A href="Geometry/GXSetArray.html"><CODE>GXSetArray</CODE></A></TD>
33<TD nowrap>Sets the base attribute pointer and unitary attribute stride.</TD>
34    </TR>
35    <TR>
36<TD nowrap><A href="Geometry/GXBegin.html">GXBegin</A></TD>
37<TD nowrap>Begins drawing graphics primitives.</TD>
38    </TR>
39    <TR>
40<TD nowrap><A href="Geometry/GXEnd.html">GXEnd</A></TD>
41<TD nowrap>Ends drawing graphics primitives.</TD>
42    </TR>
43    <TR>
44<TD nowrap><A href="Geometry/GXMatrixIndex.html">GXMatrixIndex1u8</A></TD>
45<TD nowrap>Sets vertex matrix attributes.</TD>
46    </TR>
47    <TR>
48<TD nowrap><A href="Geometry/GXPosition.html">GXPosition[n][t]</A></TD>
49<TD nowrap>Sets vertex position attributes.</TD>
50    </TR>
51    <TR>
52<TD nowrap><A href="Geometry/GXNormal.html">GXNormal[n][t]</A></TD>
53<TD nowrap>Sets vertex normal attributes.</TD>
54    </TR>
55    <TR>
56<TD nowrap><A href="Geometry/GXColor.html">GXColor[n][t]</A></TD>
57<TD nowrap>Sets vertex color attributes.</TD>
58    </TR>
59    <TR>
60<TD nowrap><A href="Geometry/GXTexCoord.html">GXTexCoord[n][t]</A></TD>
61<TD nowrap>Sets vertex texture coordinate attributes.</TD>
62    </TR>
63    <TR bgcolor="#ffffff">
64<TD nowrap><A href="Geometry/GXSetLineWidth.html">GXSetLineWidth</A></TD>
65<TD nowrap>Specifies the primitive width.</TD>
66    </TR>
67    <TR bgcolor="#ffffff">
68<TD nowrap><A href="Geometry/GXSetPointSize.html">GXSetPointSize</A></TD>
69<TD nowrap>Specifies the size of point primitives.</TD>
70    </TR>
71    <TR bgcolor="#ffffff">
72<TD nowrap><A href="Geometry/GXEnableTexOffsets.html">GXEnableTexOffsets</A></TD>
73<TD nowrap>This function enables a special texture offset feature for points and lines.&nbsp;</TD>
74    </TR>
75    <TR>
76<TD nowrap><A href="Geometry/GXInvalidateVtxCache.html">GXInvalidateVtxCache</A></TD>
77<TD nowrap>Invalidates the vertex cache.</TD>
78    </TR>
79    <TR bgcolor="#ffffff">
80<TD nowrap><A href="Geometry/GXGetVtxDesc.html">GXGetVtxDesc</A></TD>
81<TD nowrap>Gets the unitary attribute type of the current vertex descriptor.</TD>
82    </TR>
83    <TR bgcolor="#ffffff">
84<TD nowrap><A href="Geometry/GXGetVtxDescv.html">GXGetVtxDescv</A></TD>
85<TD nowrap>Gets multiple attribute descriptors.</TD>
86    </TR>
87    <TR bgcolor="#ffffff">
88<TD nowrap><A href="Geometry/GXGetVtxAttrFmt.html">GXGetVtxAttrFmt</A></TD>
89<TD nowrap>Returns the attribute format (<CODE><STRONG><EM>attr</EM></STRONG></CODE>).</TD>
90    </TR>
91    <TR bgcolor="#ffffff">
92<TD><A href="Geometry/GXGetVtxAttrFmtv.html">GXGetVtxAttrFmtv</A></TD>
93<TD>Gets multiple attribute formats inside the unitary vertex format.</TD>
94    </TR>
95    <TR bgcolor="#ffffff">
96<TD><A href="Geometry/GXGetLineWidth.html">GXGetLineWidth</A></TD>
97<TD>This function returns the <code><em><strong>width</strong></em></code> and <code><em><strong>tex_offsets</strong></em></code> of line primitives.&nbsp;</TD>
98    </TR>
99    <TR bgcolor="#ffffff">
100<TD><A href="Geometry/GXGetPointSize.html">GXGetPointSize</A></TD>
101<TD>This function returns the <code><em><strong>size</strong></em></code> and <code><em><strong>tex_offset</strong></em></code> of point primitives.&nbsp;</TD>
102    </TR>
103  </TBODY>
104</TABLE>
105<H2><A name="Display List">Display List</A></H2>
106<TABLE border="1">
107  <TBODY>
108    <TR>
109<TD nowrap><A href="DisplayList/GXBeginDisplayList.html">GXBeginDisplayList</A></TD>
110<TD>Stars the display list and disables writing to the FIFO attached to the current CPU.</TD>
111    </TR>
112    <TR>
113<TD nowrap><A href="DisplayList/GXEndDisplayList.html">GXEndDisplayList</A></TD>
114<TD>This function ends the display list and resumes writing graphics commands to the CPU FIFO.</TD>
115    </TR>
116    <TR>
117<TD nowrap><A href="DisplayList/GXCallDisplayList.html">GXCallDisplayList</A></TD>
118<TD>Sends a display list execution request to the GP.</TD>
119    </TR>
120    <TR>
121<TD><A href="DisplayList/GXFastCallDisplayList.html">GXFastCallDisplayList</A></TD>
122<TD>Functions the same as <A href="DisplayList/GXCallDisplayList.html">GXCallDisplayList</A>. Although slightly faster, there are restrictions.</TD>
123    </TR>
124  </TBODY>
125</TABLE>
126<H2><A name="Transformation and Matrix">Transformation and Matrix</A></H2>
127<TABLE border="1">
128  <TBODY>
129    <TR bgcolor="#ffffff">
130<TD nowrap><A href="Transform/GXSetProjection.html">GXSetProjection</A></TD>
131<TD nowrap>Used to set the projection matrix.</TD>
132    </TR>
133    <TR bgcolor="#ffffff">
134<TD nowrap><A href="Transform/GXSetProjectionv.html">GXSetProjectionv</A></TD>
135<TD nowrap>Used to set the projection matrix.</TD>
136    </TR>
137    <TR>
138<TD nowrap><A href="Transform/GXLoadPosMtxImm.html">GXLoadPosMtxImm</A></TD>
139<TD>Loads a 3x4 model view matrix into matrix memory.</TD>
140    </TR>
141    <TR>
142<TD nowrap><A href="Transform/GXLoadPosMtxIndx.html">GXLoadPosMtxIndx</A></TD>
143<TD>3x4 model view matrix into matrix memory using indices.</TD>
144    </TR>
145    <TR>
146<TD nowrap><A href="Transform/GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</A></TD>
147<TD>Loads data from a 3x4 matrix used as a 3x3 normal transform matrix into matrix memory.</TD>
148    </TR>
149    <TR>
150<TD nowrap><A href="Transform/GXLoadNrmMtxImm3x3.html">GXLoadNrmMtxImm3x3</A></TD>
151<TD>Loads data from a 3x3 matrix used as a 3x3 normal transform matrix into matrix memory.</TD>
152    </TR>
153    <TR>
154<TD nowrap><A href="Transform/GXLoadNrmMtxIndx3x3.html">GXLoadNrmMtxIndx3x3</A></TD>
155<TD>Loads data from a 3x3 matrix used as a 3x3 normal transform matrix into matrix memory using indices.</TD>
156    </TR>
157    <TR>
158<TD><A href="Transform/GXSetCurrentMtx.html">GXSetCurrentMtx</A></TD>
159<TD>Sets the current matrix.</TD>
160    </TR>
161    <TR bgcolor="#ffffff">
162<TD nowrap><A href="Transform/GXLoadTexMtxImm.html">GXLoadTexMtxImm</A></TD>
163<TD>Loads a texture matrix into matrix memory.</TD>
164    </TR>
165    <TR bgcolor="#ffffff">
166<TD nowrap><A href="Transform/GXLoadTexMtxIndx.html">GXLoadTexMtxIndx</A></TD>
167<TD>Loads a texture matrix into matrix memory using indices.</TD>
168    </TR>
169    <TR>
170<TD nowrap><A href="Transform/GXSetViewport.html">GXSetViewport</A></TD>
171<TD>Sets the viewport rectangle in screen coordinates.</TD>
172    </TR>
173    <TR>
174<TD nowrap><A href="Transform/GXSetViewportJitter.html">GXSetViewportJitter</A></TD>
175<TD>Sets the viewport and adjusts the line offset of the viewport for the interlaced field rendering mode.</TD>
176    </TR>
177    <TR>
178<TD><A href="Transform/GXSetViewportv.html">GXSetViewportv</A></TD>
179<TD>Sets the viewport rectangle inside the screen coordinates.</TD>
180    </TR>
181    <TR bgcolor="#ffffff">
182<TD><A href="Transform/GXGetProjectionv.html">GXGetProjectionv</A></TD>
183<TD>This function is used to get the current projection matrix in an array format.&nbsp;</TD>
184    </TR>
185    <TR bgcolor="#ffffff">
186<TD><A href="Transform/GXGetViewport.html">GXGetViewport</A></TD>
187<TD>Returns the current viewport rectangle.</TD>
188    </TR>
189    <TR bgcolor="#ffffff">
190<TD><A href="Transform/GXGetViewportv.html">GXGetViewportv</A></TD>
191<TD>This function gets the current viewport parameters and places them in array <code><em><strong>vp</strong></em></code>.&nbsp;</TD>
192    </TR>
193    <TR bgcolor="#ffffff">
194<TD><A href="Transform/GXProject.html">GXProject</A></TD>
195<TD>Projects screen coordinates onto model coordinates.</TD>
196    </TR>
197    <TR>
198<TD><A href="Transform/GXSetZScaleOffset.html">GXSetZScaleOffset</A></TD>
199<TD>This function sets scale and offset values that are applied to the depth value of each pixel before it is written into the Z-buffer.</TD>
200    </TR>
201  </TBODY>
202</TABLE>
203<H2><A name="Clipping and Culling">Clipping and Culling</A></H2>
204<TABLE border="1">
205  <TBODY>
206    <TR>
207<TD nowrap><A href="Culling/GXSetScissor.html">GXSetScissor</A></TD>
208<TD>Sets the scissor rectangle.</TD>
209    </TR>
210    <TR>
211<TD nowrap><A href="Culling/GXSetCullMode.html"><CODE>GXSetCullMode</CODE></A></TD>
212<TD>Culling control.</TD>
213    </TR>
214    <TR>
215<TD><A href="Culling/GXSetClipMode.html">GXSetClipMode</A></TD>
216<TD>Enables/disables the use of geometry culling.</TD>
217    </TR>
218    <TR>
219<TD nowrap><A href="Culling/GXSetCoPlanar.html">GXSetCoPlanar</A></TD>
220<TD>Enables coplanar triangle processes.</TD>
221    </TR>
222    <TR>
223<TD><A href="Culling/GXSetScissorBoxOffset.html">GXSetScissorBoxOffset</A></TD>
224<TD>Shifts the scissor rectangle up and left, left, or up using an offset.</TD>
225    </TR>
226    <TR bgcolor="#ffffff">
227<TD><A href="Culling/GXGetScissor.html">GXGetScissor</A></TD>
228<TD>This function returns the scissor box in the current screen coordinates.</TD>
229    </TR>
230    <TR bgcolor="#ffffff">
231<TD><A href="Culling/GXGetCullMode.html">GXGetCullMode</A></TD>
232<TD>Returns the current culling mode.</TD>
233    </TR>
234  </TBODY>
235</TABLE>
236<H2><A name="Lighting">Lighting</A></H2>
237<H3>  <A href="Lighting/GXLightObjInitFlow.html">GXLightObj Initialization Flow</A></H3>
238<TABLE border="1">
239  <TBODY>
240    <TR>
241<TD nowrap><A href="Lighting/GXLightObjInitFlow.html">GXLightObj Initialization Flow</A></TD>
242<TD>About the order of initialization of light objects.</TD>
243    </TR>
244    <TR>
245<TD><A href="Lighting/GXInitLightAttn.html">GXInitLightAttn</A></TD>
246<TD>Sets the coefficients to use for lighting attenuation for a light object.</TD>
247    </TR>
248    <TR>
249<TD><A href="Lighting/GXInitLightAttnA.html">GXInitLightAttnA</A></TD>
250<TD>Sets the anglar attenuation coefficient to use for lighting attenuation for a light object.</TD>
251    </TR>
252    <TR>
253<TD><A href="Lighting/GXInitLightAttnK.html">GXInitLightAttnK</A></TD>
254<TD>Sets the distance attenuation coefficient to use for lighting attenuation for a light object.</TD>
255    </TR>
256    <TR>
257<TD nowrap><A href="Lighting/GXInitLightSpot.html">GXInitLightSpot</A></TD>
258<TD>Sets the coefficient to use for angular attenuation for a spot light. This is a simplified version of GXInitLightAttn.</TD>
259    </TR>
260    <TR>
261<TD nowrap><A href="Lighting/GXInitLightDistAttn.html">GXInitLightDistAttn</A></TD>
262<TD>Sets the coefficients for distance attenuation to use for a light object. This is a simplified version of GXInitLightAttn.</TD>
263    </TR>
264    <TR>
265<TD><A href="Lighting/GXInitLightShininess.html">GXInitLightShininess</A></TD>
266<TD>This function sets the <em><strong><code>shininess</code></strong></em> of a per-vertex specular light.&nbsp;</TD>
267    </TR>
268    <TR>
269<TD nowrap><A href="Lighting/GXInitLightPos.html">GXInitLightPos</A></TD>
270<TD>Sets the position for the light object.</TD>
271    </TR>
272    <TR>
273<TD><A href="Lighting/GXInitLightPosv.html">GXInitLightPosv</A></TD>
274<TD>This macro function uses a vector structure to set the position of the light object.&nbsp;</TD>
275    </TR>
276    <TR>
277<TD nowrap><A href="Lighting/GXInitLightDir.html">GXInitLightDir</A></TD>
278<TD>Sets the position of the light object.</TD>
279    </TR>
280    <TR>
281<TD><A href="Lighting/GXInitLightDirv.html">GXInitLightDirv</A></TD>
282<TD>This macro function uses a vector structure to set the direction of the light object.&nbsp;</TD>
283    </TR>
284    <TR>
285<TD><A href="Lighting/GXInitSpecularDir.html">GXInitSpecularDir</A></TD>
286<TD>Sets the direction of specular light for a light object.</TD>
287    </TR>
288    <TR>
289<TD><A href="Lighting/GXInitSpecularDirv.html">GXInitSpecularDirv</A></TD>
290<TD>Sets the direction of specular light for a light object.</TD>
291    </TR>
292    <TR>
293<TD><A href="Lighting/GXInitSpecularDirHA.html">GXInitSpecularDirHA</A></TD>
294<TD>Sets the direction vector and half-angle vector for specular light.</TD>
295    </TR>
296    <TR>
297<TD><A href="Lighting/GXInitSpecularDirHAv.html">GXInitSpecularDirHAv</A></TD>
298<TD>Uses vectors to sets the direction vector and half-way vector for specular light.</TD>
299    </TR>
300    <TR>
301<TD nowrap><A href="Lighting/GXInitLightColor.html">GXInitLightColor</A></TD>
302<TD>Sets the light color of the light object.</TD>
303    </TR>
304    <TR bgcolor="#ffffff">
305<TD nowrap><A href="Lighting/GXLoadLightObjImm.html">GXLoadLightObjImm</A></TD>
306<TD>Loads the hardwrae register settings for the light object.</TD>
307    </TR>
308    <TR bgcolor="#ffffff">
309<TD nowrap><A href="Lighting/GXLoadLightObjIndx.html">GXLoadLightObjIndx</A></TD>
310<TD>Fetches a light object for the graphics processing using indices.</TD>
311    </TR>
312    <TR>
313<TD nowrap><A href="Lighting/GXSetChanAmbColor.html"><CODE>GXSetChanAmbColor</CODE></A></TD>
314<TD>Sets the ambient color register for the color channel.</TD>
315    </TR>
316    <TR>
317<TD nowrap><A href="Lighting/GXSetChanMatColor.html"><CODE>GXSetChanMatColor</CODE></A></TD>
318<TD>Sets the material ambient color register for the color channel.</TD>
319    </TR>
320    <TR>
321<TD nowrap><A href="Lighting/GXSetChanCtrl.html"><CODE>GXSetChanCtrl</CODE></A></TD>
322<TD>Sets the control for the color channel.</TD>
323    </TR>
324    <TR>
325<TD><A href="Lighting/GXSetNumChans.html">GXSetNumChans</A></TD>
326<TD>Sets the number of color channels used for output to the TEV stage.</TD>
327    </TR>
328    <TR bgcolor="#ffffff">
329<TD><A href="Lighting/GXGetLightAttnA.html">GXGetLightAttnA</A></TD>
330<TD>Returns the coefficient used in the attenuation calculation for lighting.</TD>
331    </TR>
332    <TR bgcolor="#ffffff">
333<TD><A href="Lighting/GXGetLightAttnK.html">GXGetLightAttnK</A></TD>
334<TD>Returns the coefficient used in the attenuation calculation for lighting.</TD>
335    </TR>
336    <TR bgcolor="#ffffff">
337<TD><A href="Lighting/GXGetLightPos.html">GXGetLightPos</A></TD>
338<TD>This function returns the position coordinates set for a light object.&nbsp;</TD>
339    </TR>
340    <TR bgcolor="#ffffff">
341<TD><A href="Lighting/GXGetLightPosv.html">GXGetLightPosv</A></TD>
342<TD>This function returns the position coordinates of the light from a light object to a vector structure.&nbsp;</TD>
343    </TR>
344    <TR bgcolor="#ffffff">
345<TD><A href="Lighting/GXGetLightDir.html">GXGetLightDir</A></TD>
346<TD>This function returns the light direction set for a light object.&nbsp;</TD>
347    </TR>
348    <TR bgcolor="#ffffff">
349<TD><A href="Lighting/GXGetLightDirv.html">GXGetLightDirv</A></TD>
350<TD>This function returns the direction of the light from a light object to a vector structure.&nbsp;</TD>
351    </TR>
352    <TR bgcolor="#ffffff">
353<TD><A href="Lighting/GXGetLightColor.html">GXGetLightColor</A></TD>
354<TD>This function returns the light color set for a light object.&nbsp;</TD>
355    </TR>
356  </TBODY>
357</TABLE>
358<H2><A name="Texture Coordinate Generation"><STRONG>Texture Coordinate Generation</STRONG></A></H2>
359<TABLE border="1">
360  <TBODY>
361    <TR>
362<TD><A href="TexCoordGen/GXSetTexCoordGen.html">GXSetTexCoordGen</A></TD>
363<TD>Specifies the method to use when generating texture coordinates.</TD>
364    </TR>
365    <TR>
366<TD><A href="TexCoordGen/GXSetNumTexGens.html">GXSetNumTexGens</A></TD>
367<TD>This function sets the number of texture coordinates that are available for use in the Texture Environment (TEV) stages.&nbsp;</TD>
368    </TR>
369    <TR>
370<TD><A href="TexCoordGen/GXSetTexCoordGen2.html"><CODE>GXSetTexCoordGen2</CODE></A></TD>
371<TD>Can specify additional options for generating texture coordinates.</TD>
372    </TR>
373    <TR bgcolor="#ffffff">
374<TD><A href="TexCoordGen/GXSetTexCoordScaleManually.html">GXSetTexCoordScaleManually</A></TD>
375<TD>This function allows the scale value to be used to be manually assigned to the given <CODE><I>texcoord</I></CODE>.</TD>
376    </TR>
377    <TR bgcolor="#ffffff">
378<TD><A href="TexCoordGen/GXSetTexCoordCylWrap.html">GXSetTexCoordCylWrap</A></TD>
379<TD>Enables cylindrical texture coordinate wrapping.</TD>
380    </TR>
381    <TR bgcolor="#ffffff">
382<TD><A href="TexCoordGen/GXSetTexCoordBias.html">GXSetTexCoordBias</A></TD>
383<TD>Controls range bias.</TD>
384    </TR>
385  </TBODY>
386</TABLE>
387<H2><A name="Texture">Textures</A></H2>
388<H3>  <A href="Texture/GXTexObjInitFlow.html">GXTexObj Initialization Flow</A><BR>&#x3000;<A href="Texture/GXTMEMDefault.html">GX Default TMEM configuration</A></H3>
389<TABLE border="1">
390  <TBODY>
391    <TR>
392<TD nowrap><A href="Texture/GXInitTexObj.html">GXInitTexObj</A></TD>
393<TD>Initializes and modifies texture objects that are not color index textures.</TD>
394    </TR>
395    <TR>
396<TD nowrap><A href="Texture/GXInitTexObjCI.html">GXInitTexObjCI</A></TD>
397<TD>Initializes and modifies texture objects that have a color index format.</TD>
398    </TR>
399    <TR>
400<TD nowrap><A href="Texture/GXInitTexObjLOD.html"><CODE>GXInitTexObjLOD</CODE></A></TD>
401<TD>Sets the texture LOD control parameter for a texture object.</TD>
402    </TR>
403    <TR>
404<TD nowrap><A href="Texture/GXLoadTexObj.html"><CODE>GXLoadTexObj</CODE></A></TD>
405<TD>Loads the state describing a texture into one of eight hardware register settings.</TD>
406    </TR>
407    <TR>
408<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjUserData.html">GXInitTexObjUserData</A></TD>
409<TD bgcolor="#ffffff">Sets a pointer to the user data in the GXTexObj structure.</TD>
410    </TR>
411    <TR>
412<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjData.html">GXInitTexObjData</A></TD>
413<TD bgcolor="#ffffff">This function allows one to modify the image data pointer for an existing texture object.&nbsp;</TD>
414    </TR>
415    <TR>
416<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjWrapMode.html">GXInitTexObjWrapMode</A></TD>
417<TD bgcolor="#ffffff">This function allows one to modify the texture coordinate wrap mode for an existing texture object.&nbsp;</TD>
418    </TR>
419    <TR>
420<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjTlut.html">GXInitTexObjTlut</A></TD>
421<TD bgcolor="#ffffff">This function allows one to modify the TLUT that is associated with an existing texture object.</TD>
422    </TR>
423    <TR>
424<TD><A href="Texture/GXInitTexObjFilter.html">GXInitTexObjFilter</A></TD>
425<TD>This function allows one to modify the texture filter for an existing texture object.&nbsp;</TD>
426    </TR>
427    <TR>
428<TD><A href="Texture/GXInitTexObjMaxLOD.html">GXInitTexObjMaxLOD</A></TD>
429<TD>This function allows one to modify the maximum LOD value for an existing texture object.&nbsp;</TD>
430    </TR>
431    <TR>
432<TD><A href="Texture/GXInitTexObjMinLOD.html">GXInitTexObjMinLOD</A></TD>
433<TD>This function allows one to modify the minimum LOD value for an existing texture object.&nbsp;</TD>
434    </TR>
435    <TR>
436<TD><A href="Texture/GXInitTexObjLODBias.html">GXInitTexObjLODBias</A></TD>
437<TD>This function allows one to modify the LOD bias value for an existing texture object.&nbsp;</TD>
438    </TR>
439    <TR>
440<TD><A href="Texture/GXInitTexObjBiasClamp.html">GXInitTexObjBiasClamp</A></TD>
441<TD>This function allows one to modify the bias clamp mode for an existing texture object.&nbsp;</TD>
442    </TR>
443    <TR>
444<TD><A href="Texture/GXInitTexObjEdgeLOD.html">GXInitTexObjEdgeLOD</A></TD>
445<TD>This function allows one to modify the edge LOD mode for an existing texture object.&nbsp;</TD>
446    </TR>
447    <TR>
448<TD><A href="Texture/GXInitTexObjMaxAniso.html">GXInitTexObjMaxAniso</A></TD>
449<TD>This function allows one to modify the anisotropic filter mode for an existing texture object.&nbsp;</TD>
450    </TR>
451    <TR>
452<TD nowrap><A href="Texture/GXInitTlutObj.html">GXInitTlutObj</A></TD>
453<TD>Initializes objects in the Texture Look-Up Table (TLUT).</TD>
454    </TR>
455    <TR>
456<TD nowrap><A href="Texture/GXLoadTlut.html">GXLoadTlut</A></TD>
457<TD>Copies the texture lookup table from main memory into TMEM.</TD>
458    </TR>
459    <TR>
460<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInitTexCacheRegion.html">GXInitTexCacheRegion</A></TD>
461<TD nowrap bgcolor="#ffffff">Initializes the texture memory cache region.</TD>
462    </TR>
463    <TR>
464      <TD nowrap bgcolor="#ffffff">
465<A href="Texture/GXInitTexPreLoadRegion.html">GXInitTexPreLoadRegion</A></TD>
466<TD nowrap bgcolor="#ffffff">Initializes the texture memory for preload.</TD>
467    </TR>
468    <TR>
469<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInitTlutRegion.html">GXInitTlutRegion</A></TD>
470<TD nowrap bgcolor="#ffffff">Initializes objects in the Texture Look-Up Table (TLUT) region.</TD>
471    </TR>
472    <TR>
473<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInvalidateTexRegion.html">GXInvalidateTexRegion</A></TD>
474<TD nowrap bgcolor="#ffffff">Invalidates the texture cache inside texture memory (TMEM).</TD>
475    </TR>
476    <TR>
477<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInvalidateTexAll.html">GXInvalidateTexAll</A></TD>
478<TD nowrap bgcolor="#ffffff">Invalidates all texture caches inside texture memory (TMEM).</TD>
479    </TR>
480  </TBODY>
481</TABLE>
482<TABLE border="1">
483  <TBODY>
484    <TR>
485<TD nowrap><A href="Texture/GXSetTexRegionCallback.html">GXSetTexRegionCallback</A></TD>
486<TD>Specifies the function that defines the allocation of a non-default texture region.</TD>
487    </TR>
488    <TR>
489<TD nowrap><A href="Texture/GXSetTlutRegionCallback.html">GXSetTlutRegionCallback</A></TD>
490<TD>Specifies the function that defines the allocation of a non-default TLUT region.</TD>
491    </TR>
492    <TR>
493      <TD nowrap bgcolor="#ffffff">
494<A href="Texture/GXPreLoadEntireTexture.html">GXPreLoadEntireTexture</A></TD>
495<TD nowrap bgcolor="#ffffff">Loads a texture into texture memory. (Preload region)</TD>
496    </TR>
497    <TR>
498<TD nowrap bgcolor="#ffffff"><A href="Texture/GXLoadTexObjPreLoaded.html">GXLoadTexObjPreLoaded</A></TD>
499<TD nowrap bgcolor="#ffffff">Loads the GXTexObj structure used for textures that are preloaded.</TD>
500    </TR>
501  </TBODY>
502</TABLE>
503<TABLE border="1">
504  <TBODY>
505    <TR>
506<TD nowrap><A href="Texture/GXGetTexObjData.html">GXGetTexObjData</A></TD>
507<TD>This function returns a pointer to the texture data described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
508    </TR>
509    <TR>
510<TD nowrap><A href="Texture/GXGetTexObjWidth.html">GXGetTexObjWidth</A></TD>
511<TD>This function returns the width of the texture described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
512    </TR>
513    <TR>
514<TD nowrap><A href="Texture/GXGetTexObjHeight.html">GXGetTexObjHeight</A></TD>
515<TD>This function returns the height of the texture described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
516    </TR>
517    <TR>
518<TD nowrap><A href="Texture/GXGetTexObjFmt.html">GXGetTexObjFmt</A></TD>
519<TD>This function returns the texture format described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
520    </TR>
521    <TR>
522<TD><A href="Texture/GXGetTexObjWrapS.html">GXGetTexObjWrapS</A></TD>
523<TD>This function returns the texture wrap mode in the s direction described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
524    </TR>
525    <TR>
526<TD><A href="Texture/GXGetTexObjWrapT.html">GXGetTexObjWrapT</A></TD>
527<TD>This function returns the texture wrap mode in the t direction described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
528    </TR>
529    <TR>
530<TD><A href="Texture/GXGetTexObjMipMap.html">GXGetTexObjMipMap</A></TD>
531<TD>This function returns the texture mipmap enable described by the texture object <em><strong><code>obj</code></strong></em>.</TD>
532    </TR>
533    <TR>
534<TD><A href="Texture/GXGetTexObjUserData.html">GXGetTexObjUserData</A></TD>
535<TD>This function is used to get a pointer to user data.</TD>
536    </TR>
537    <TR>
538<TD><A href="Texture/GXGetTexObjTlut.html">GXGetTexObjTlut</A></TD>
539<TD>This function returns the TLUT name by the texture object <em><strong><code>obj</code></strong></em>.</TD>
540    </TR>
541    <TR>
542<TD><A href="Texture/GXGetTexObjAll.html">GXGetTexObjAll</A></TD>
543<TD>This function returns the parameters described by the texture object.</TD>
544    </TR>
545    <TR>
546<TD><A href="Texture/GXGetTexObjLODAll.html">GXGetTexObjLODAll</A></TD>
547<TD>This function returns the LOD-related parameters described by a texture object.&nbsp;</TD>
548    </TR>
549    <TR>
550<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjData.html">GXGetTlutObjData</A></TD>
551<TD bgcolor="#ffffff">This function returns a pointer to a Texture Look-Up Table (TLUT) in main memory from <em><strong><code>tlut_obj</code></strong></em>.&nbsp;&nbsp;</TD>
552    </TR>
553    <TR>
554<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjFmt.html">GXGetTlutObjFmt</A></TD>
555<TD bgcolor="#ffffff">This function returns the format of the Texture Look-Up Table (TLUT) in main memory from <em><strong><code>tlut_obj</code></strong></em>.&nbsp;&nbsp;</TD>
556    </TR>
557    <TR>
558<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjNumEntries.html">GXGetTlutObjNumEntries</A></TD>
559<TD bgcolor="#ffffff">This function returns the number of entries in the Texture Look-Up Table (TLUT) in main memory from <em><strong><code>tlut_obj</code></strong></em>.&nbsp;&nbsp;</TD>
560    </TR>
561    <TR>
562<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjAll.html">GXGetTlutObjAll</A></TD>
563<TD bgcolor="#ffffff">This function returns all the parameters describing the Texture Look-Up Table (TLUT) object.&nbsp;&nbsp;</TD>
564    </TR>
565    <TR>
566<TD><A href="Texture/GXGetTexRegionAll.html">GXGetTexRegionAll</A></TD>
567<TD>This function returns all parameters describing texture memory region objects.</TD>
568    </TR>
569    <TR>
570<TD><A href="Texture/GXGetTlutRegionAll.html">GXGetTlutRegionAll</A></TD>
571<TD>This function returns all parameters describing TLUT region objects.</TD>
572    </TR>
573    <TR>
574<TD bgcolor="#ffffff"><A href="Texture/GXGetTexBufferSize.html">GXGetTexBufferSize</A></TD>
575<TD bgcolor="#ffffff">This function is useful for returning the total amount of buffer memory (in bytes.)_</TD>
576    </TR>
577  </TBODY>
578</TABLE>
579<H2><A name="Texture Environment">Texture Environment (TEV)</A></H2>
580<H3>  <A href="Tev/TevConfigGuide.html">TEV Configuration Guide</A></H3>
581<TABLE border="1">
582  <TBODY>
583    <TR>
584<TD nowrap><A href="Tev/GXSetTevOp.html">GXSetTevOp</A></TD>
585<TD>Sets the TEV combine mode.</TD>
586    </TR>
587    <TR>
588<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorIn.html"><CODE>GXSetTevColorIn</CODE></A></TD>
589<TD nowrap bgcolor="#ffffff">Sets the TEV input color source.</TD>
590    </TR>
591    <TR>
592<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevAlphaIn.html"><CODE>GXSetTevAlphaIn</CODE></A></TD>
593<TD nowrap bgcolor="#ffffff">Sets the TEV input alpha source.</TD>
594    </TR>
595    <TR>
596<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorOp.html"><CODE>GXSetTevColorOp</CODE></A></TD>
597<TD nowrap bgcolor="#ffffff">Sets parameters for the TEV color combiner function.</TD>
598    </TR>
599    <TR>
600<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevAlphaOp.html"><CODE>GXSetTevAlphaOp</CODE></A></TD>
601<TD nowrap bgcolor="#ffffff">Sets parameters for the TEV alpha combiner function.</TD>
602    </TR>
603    <TR>
604<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColor.html"><CODE>GXSetTevColor</CODE></A></TD>
605<TD nowrap bgcolor="#ffffff">Sets a color into the TEV color register.</TD>
606    </TR>
607    <TR>
608<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorS10.html">GXSetTevColorS10</A></TD>
609<TD nowrap bgcolor="#ffffff">Sets one of the constant color registers in the TEV unit.</TD>
610    </TR>
611    <TR>
612<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetAlphaCompare.html"><CODE>GXSetAlphaCompare</CODE></A></TD>
613<TD nowrap bgcolor="#ffffff">Sets the TEV alpha compare.</TD>
614    </TR>
615    <TR>
616<TD><A href="Tev/GXSetTevKColorSel.html"><CODE>GXSetTevKColorSel</CODE></A></TD>
617<TD>Selects the color input (constant) to be used on the given TEV stage.</TD>
618    </TR>
619    <TR>
620<TD><A href="Tev/GXSetTevKAlphaSel.html"><CODE>GXSetTevKAlphaSel</CODE></A></TD>
621<TD>Selects the alpha input (constant) to be used on the given TEV stage.</TD>
622    </TR>
623    <TR>
624<TD><A href="Tev/GXSetTevKColor.html"><CODE>GXSetTevKColor</CODE></A></TD>
625<TD>This function is used to set one of the &quot;k(c)onstant&quot; color registers in the Texture Environment (TEV) unit.&nbsp;</TD>
626    </TR>
627    <TR>
628<TD><A href="Tev/GXSetTevSwapMode.html"><CODE>GXSetTevSwapMode</CODE></A></TD>
629<TD>Selects the swap mode for the given TEV stage.</TD>
630    </TR>
631    <TR>
632<TD><A href="Tev/GXSetTevSwapModeTable.html"><CODE>GXSetTevSwapModeTable</CODE></A></TD>
633<TD>This function makes the TEV swap table settings.</TD>
634    </TR>
635    <TR bgcolor="#ffffff">
636<TD nowrap><A href="Tev/GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A></TD>
637<TD nowrap>Sets the texture and rasterized color to be used for TEV input.</TD>
638    </TR>
639    <TR>
640<TD nowrap><A href="Tev/GXSetZTexture.html">GXSetZTexture</A></TD>
641<TD>Sets Z texture processing.</TD>
642    </TR>
643    <TR bgcolor="#ffffff">
644<TD nowrap><A href="Tev/GXSetNumTevStages.html"><CODE>GXSetNumTevStages</CODE></A></TD>
645<TD>Enables serial number settings for TEV stages.</TD>
646    </TR>
647  </TBODY>
648</TABLE>
649<H2><A name="Indirect Texturing"><STRONG>Indirect Texture</STRONG></A></H2>
650<TABLE border="1">
651  <TBODY>
652    <TR>
653<TD><A href="Indirect/GXSetNumIndStages.html"><CODE>GXSetNumIndStages</CODE></A></TD>
654<TD>This function is used to set how many indirect lookups will take place.&nbsp;</TD>
655    </TR>
656    <TR>
657<TD><A href="Indirect/GXSetIndTexOrder.html"><CODE>GXSetIndTexOrder</CODE></A></TD>
658<TD>This function is used to specify the texture coordinates and texture map.</TD>
659    </TR>
660    <TR>
661<TD><A href="Indirect/GXSetIndTexCoordScale.html"><CODE>GXSetIndTexCoordScale</CODE></A></TD>
662<TD>This function is used when one wishes to share a texcoord between an indirect stage and a regular TEV stage.</TD>
663    </TR>
664    <TR>
665<TD><A href="Indirect/GXSetIndTexMtx.html"><CODE>GXSetIndTexMtx</CODE></A></TD>
666<TD>This function lets you set one of the three static indirect matrices and the associated scale factor.&nbsp;</TD>
667    </TR>
668    <TR>
669<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndWarp.html">GXSetTevIndWarp</A></TD>
670<TD bgcolor="#ffffff">This function allows the texture coordinates used in a regular TEV stage lookup table to be warped and twisted.</TD>
671    </TR>
672    <TR>
673<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndTile.html">GXSetTevIndTile</A></TD>
674<TD bgcolor="#ffffff">This function can be used to implement tile textures that use indirect textures.</TD>
675    </TR>
676    <TR>
677<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndBumpST.html">GXSetTevIndBumpST</A></TD>
678<TD bgcolor="#ffffff">This function sets indirect lookup for environment-mapped bump-maps (EMBM).</TD>
679    </TR>
680    <TR>
681<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndRepeat.html">GXSetTevIndRepeat</A></TD>
682<TD bgcolor="#ffffff">This function is used when one wishes to use the same texture coordinates for a given TEV stage as computed for the previous stage.&nbsp;</TD>
683    </TR>
684    <TR>
685<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndBumpXYZ.html">GXSetTevIndBumpXYZ</A></TD>
686<TD bgcolor="#ffffff">This function sets indirect lookup for environment-mapped bump-maps.</TD>
687    </TR>
688    <TR>
689<TD><A href="Indirect/GXSetTevIndirect.html"><CODE>GXSetTevIndirect</CODE></A></TD>
690<TD>This general-purpose function specifies how to control a regular TEV stage lookup as a result of indirect lookup.</TD>
691    </TR>
692    <TR>
693<TD><A href="Indirect/GXSetTevDirect.html">GXSetTevDirect</A></TD>
694<TD>This function is used to turn off all indirect texture processing for the specified regular TEV stage.</TD>
695    </TR>
696  </TBODY>
697</TABLE>
698<H2><A name="Pixel Processing">Pixel Processing</A></H2>
699<TABLE border="1">
700  <TBODY>
701    <TR>
702<TD nowrap><A href="PixelProc/GXSetFog.html">GXSetFog</A></TD>
703<TD>Sets fog.</TD>
704    </TR>
705    <TR>
706<TD nowrap><A href="PixelProc/GXSetFogColor.html">GXSetFogColor</A></TD>
707<TD>Sets fog color.</TD>
708    </TR>
709    <TR>
710<TD nowrap><A href="PixelProc/GXInitFogAdjTable.html">GXInitFogAdjTable</A></TD>
711<TD>Creates a fog range adjustment table.</TD>
712    </TR>
713    <TR>
714<TD nowrap><A href="PixelProc/GXSetFogRangeAdj.html">GXSetFogRangeAdj</A></TD>
715<TD>Sets fog range adjustments.</TD>
716    </TR>
717    <TR>
718<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetBlendMode.html"><CODE>GXSetBlendMode</CODE></A></TD>
719<TD nowrap bgcolor="#ffffff">Sets blend mode.</TD>
720    </TR>
721    <TR>
722<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetColorUpdate.html">GXSetColorUpdate</A></TD>
723<TD nowrap bgcolor="#ffffff">Enables updating of the color buffer.</TD>
724    </TR>
725    <TR>
726<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetAlphaUpdate.html">GXSetAlphaUpdate</A></TD>
727<TD nowrap bgcolor="#ffffff">Enables updating of the color buffer.</TD>
728    </TR>
729    <TR>
730<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetZMode.html"><CODE>GXSetZMode</CODE></A></TD>
731<TD nowrap bgcolor="#ffffff">Sets the Z compare mode.</TD>
732    </TR>
733    <TR>
734<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetZCompLoc.html"><CODE>GXSetZCompLoc</CODE></A></TD>
735<TD nowrap bgcolor="#ffffff">Sets whether Z buffer processing comes before or after texture processing.</TD>
736    </TR>
737    <TR>
738<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetPixelFmt.html">GXSetPixelFmt</A></TD>
739<TD nowrap bgcolor="#ffffff">Sets the pixel format for the frame buffer.</TD>
740    </TR>
741    <TR>
742<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetDither.html">GXSetDither</A></TD>
743<TD nowrap bgcolor="#ffffff">Enables dithering.</TD>
744    </TR>
745    <TR>
746<TD nowrap><A href="PixelProc/GXSetDstAlpha.html">GXSetDstAlpha</A></TD>
747<TD>Sets the alpha value used to write to the EFB.</TD>
748    </TR>
749    <TR>
750<TD bgcolor="#ffffff"><A href="PixelProc/GXSetFieldMode.html">GXSetFieldMode</A></TD>
751<TD bgcolor="#ffffff">Controls rasterize and texture parameters for field mode/double-strike rendering.</TD>
752    </TR>
753    <TR>
754<TD bgcolor="#ffffff"><A href="PixelProc/GXSetFieldMask.html">GXSetFieldMask</A></TD>
755<TD bgcolor="#ffffff">Selectively enables/disables frame buffer interlacing.</TD>
756    </TR>
757  </TBODY>
758</TABLE>
759<H2><A name="Framebuffer">Frame Buffer</A></H2>
760<H3>  <A href="Framebuffer/RenderMode.html">Render Modes</A></H3>
761<TABLE border="1">
762  <TBODY>
763    <TR>
764<TD><A href="Framebuffer/GXAdjustForOverscan.html">GXAdjustForOverscan</A></TD>
765<TD>Returns altered results compressed to fit within the size given so as to eliminate overscan.</TD>
766    </TR>
767    <TR>
768<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetDispCopySrc.html">GXSetDispCopySrc</A></TD>
769<TD nowrap bgcolor="#ffffff">Sets the source parameter to use for copying from EFB to XFB.</TD>
770    </TR>
771    <TR>
772<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetDispCopyDst.html">GXSetDispCopyDst</A></TD>
773<TD nowrap bgcolor="#ffffff">Sets the display buffer stride in pixels.</TD>
774    </TR>
775    <TR>
776      <TD nowrap bgcolor="#ffffff">
777<A href="Framebuffer/GXSetDispCopyFrame2Field.html">GXSetDispCopyFrame2Field</A></TD>
778<TD nowrap bgcolor="#ffffff">Enables the extraction of fields from the EFB while copying the display buffer.</TD>
779    </TR>
780    <TR>
781      <TD nowrap bgcolor="#ffffff">
782<A href="Framebuffer/GXSetDispCopyGamma.html">GXSetDispCopyGamma</A></TD>
783<TD nowrap bgcolor="#ffffff">Applies gamma correction to pixels being copied from the EFB to XFB.</TD>
784    </TR>
785    <TR>
786      <TD nowrap bgcolor="#ffffff">
787<A href="Framebuffer/GXSetDispCopyYScale.html">GXSetDispCopyYScale</A></TD>
788<TD nowrap bgcolor="#ffffff">Sets the vertical scale for copying from the EFB to XFB.</TD>
789    </TR>
790    <TR>
791<TD><A href="Framebuffer/GXGetYScaleFactor.html">GXGetYScaleFactor</A></TD>
792<TD>Calculates the appropriate Y scale factor value for GXSetDispCopyYScale.</TD>
793    </TR>
794    <TR>
795<TD><A href="Framebuffer/GXGetNumXfbLines.html">GXGetNumXfbLines</A></TD>
796<TD>This function is useful for calculating the actual number of lines being copied to the XFB.</TD>
797    </TR>
798    <TR>
799<TD nowrap><A href="Framebuffer/GXSetTexCopySrc.html">GXSetTexCopySrc</A></TD>
800<TD>Sets parameters for copying the EFB to the texture image.</TD>
801    </TR>
802    <TR>
803<TD><A href="Framebuffer/GXSetTexCopyDst.html">GXSetTexCopyDst</A></TD>
804<TD>Sets the texture buffer to be copied from the EFB.</TD>
805    </TR>
806    <TR>
807<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyClear.html">GXSetCopyClear</A></TD>
808<TD nowrap bgcolor="#ffffff">Sets the color and Z value to use when clearing the embedded frame buffer during copying.</TD>
809    </TR>
810    <TR>
811<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyFilter.html">GXSetCopyFilter</A></TD>
812<TD nowrap bgcolor="#ffffff">Enables anti-aliasing and sets the sub-pixel sampling pattern and vertical filter coefficient for using sub-pixel filters on pixels.</TD>
813    </TR>
814    <TR>
815<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyClamp.html">GXSetCopyClamp</A></TD>
816<TD nowrap bgcolor="#ffffff">Sets the vertical clamp mode when copying from the EFB to the XFB or a texture.</TD>
817    </TR>
818    <TR>
819<TD nowrap><A href="Framebuffer/GXCopyDisp.html">GXCopyDisp</A></TD>
820<TD>Copies from the EFB to the XFB.</TD>
821    </TR>
822    <TR>
823<TD nowrap><A href="Framebuffer/GXCopyTex.html">GXCopyTex</A></TD>
824<TD>Copies from the EFB to a texture image buffer.</TD>
825    </TR>
826    <TR>
827      <TD nowrap bgcolor="#ffffff">
828<A href="Framebuffer/GXClearBoundingBox.html">GXClearBoundingBox</A></TD>
829<TD nowrap bgcolor="#ffffff">Clears the pixel coordinate bounding box values so that graphics hardware can draw to the EFB.</TD>
830    </TR>
831    <TR>
832<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXReadBoundingBox.html">GXReadBoundingBox</A></TD>
833<TD nowrap bgcolor="#ffffff">Loads the pixel coordinate bounding box values so that graphics hardware can draw to the EFB.</TD>
834    </TR>
835  </TBODY>
836</TABLE>
837<H2><A name="CPU Direct EFB Access">CPU Direct EFB Access</A></H2>
838<TABLE border="1">
839  <TBODY>
840    <TR>
841<TD nowrap><A href="Cpu2Efb/GXPokeAlphaMode.html">GXPokeAlphaMode</A></TD>
842<TD>Sets the threshold so that it can be compared to the pixel alpha loaded in the EFB using the GXPoke* function.</TD>
843    </TR>
844    <TR>
845<TD nowrap><A href="Cpu2Efb/GXPokeAlphaRead.html">GXPokeAlphaRead</A></TD>
846<TD>Sets the alpha value to be loaded when the EFB pixel type does not have an alpha.</TD>
847    </TR>
848    <TR>
849<TD nowrap><A href="Cpu2Efb/GXPokeAlphaUpdate.html">GXPokeAlphaUpdate</A></TD>
850<TD>Sets ON/OFF for alpha buffer updating using GXPoke*.</TD>
851    </TR>
852    <TR>
853<TD nowrap><A href="Cpu2Efb/GXPokeBlendMode.html">GXPokeBlendMode</A></TD>
854<TD>Specifies the blend method with the source image EFB loaded using GXPoke*.</TD>
855    </TR>
856    <TR>
857<TD nowrap><A href="Cpu2Efb/GXPokeColorUpdate.html">GXPokeColorUpdate</A></TD>
858<TD>Sets ON/OFF for color buffer updating when writing the EFB using GXPoke*.</TD>
859    </TR>
860    <TR>
861<TD nowrap><A href="Cpu2Efb/GXPokeDstAlpha.html">GXPokeDstAlpha</A></TD>
862<TD>Sets the constant alpha value when writing to the EFB using GXPoke*.</TD>
863    </TR>
864    <TR>
865<TD nowrap><A href="Cpu2Efb/GXPokeDither.html">GXPokeDither</A></TD>
866<TD>Enables dithering when writing to the EFB using GXPoke*.</TD>
867    </TR>
868    <TR>
869<TD nowrap><A href="Cpu2Efb/GXPokeZMode.html">GXPokeZMode</A></TD>
870<TD>Sets the Z buffer compare mode when writing to the EFB using GXPoke*.</TD>
871    </TR>
872    <TR>
873<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPokeARGB.html">GXPokeARGB</A></TD>
874<TD nowrap bgcolor="#ffffff">Writes the color value directly from the CPU to the X, Y position in the EFB.</TD>
875    </TR>
876    <TR>
877<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPeekARGB.html">GXPeekARGB</A></TD>
878<TD nowrap bgcolor="#ffffff">Loads the color value directly from the X, Y position in the EFB to the CPU.</TD>
879    </TR>
880    <TR>
881<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPokeZ.html">GXPokeZ</A></TD>
882<TD nowrap bgcolor="#ffffff">Writes the Z value directly from the CPU to the X, Y position in the EFB.</TD>
883    </TR>
884    <TR>
885<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPeekZ.html">GXPeekZ</A></TD>
886<TD nowrap bgcolor="#ffffff">Loads the Z value directly from the X, Y position in the EFB to the CPU.</TD>
887    </TR>
888    <TR>
889<TD><A href="Cpu2Efb/GXCompressZ16.html">GXCompressZ16</A></TD>
890<TD>Helps write the Z value directly to the 16-bit Z buffer when using GXPokeZ.</TD>
891    </TR>
892    <TR>
893<TD><A href="Cpu2Efb/GXDecompressZ16.html">GXDecompressZ16</A></TD>
894<TD>Helps load the Z value directly from the 16-bit Z buffer when using GXPeekZ.</TD>
895    </TR>
896  </TBODY>
897</TABLE>
898<H2><A name="Graphics FIFO">Graphics FIFO</A></H2>
899<TABLE border="1">
900  <TBODY>
901    <TR>
902<TD nowrap><A href="GfxFIFO/GXInitFifoBase.html">GXInitFifoBase</A></TD>
903<TD>Sets the main memory used by the FIFO.</TD>
904    </TR>
905    <TR>
906<TD nowrap><A href="GfxFIFO/GXInitFifoPtrs.html">GXInitFifoPtrs</A></TD>
907<TD>Sets the read and write pointers for the FIFO.</TD>
908    </TR>
909    <TR>
910<TD nowrap><A href="GfxFIFO/GXInitFifoLimits.html">GXInitFifoLimits</A></TD>
911<TD>Sets the high and low water marks for the FIFO.</TD>
912    </TR>
913    <TR>
914<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXSetCPUFifo.html">GXSetCPUFifo</A></TD>
915<TD nowrap bgcolor="#ffffff">Attaches the FIFO to the CPU.</TD>
916    </TR>
917    <TR>
918<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetCPUFifo.html">GXGetCPUFifo</A></TD>
919<TD nowrap bgcolor="#ffffff">Returns a pointer to the current CPU FIFO object.</TD>
920    </TR>
921    <TR>
922<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXSetGPFifo.html">GXSetGPFifo</A></TD>
923<TD nowrap bgcolor="#ffffff">Attaches the FIFO to the GP.</TD>
924    </TR>
925    <TR>
926<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetGPFifo.html">GXGetGPFIfo</A></TD>
927<TD nowrap bgcolor="#ffffff">Returns a pointer to the current GP FIFO object.</TD>
928    </TR>
929    <TR>
930<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoPtrs.html">GXGetFifoPtrs</A></TD>
931<TD nowrap bgcolor="#ffffff">Gets the read and write pointer values for the current graphics FIFO.</TD>
932    </TR>
933    <TR>
934<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetGPStatus.html">GXGetGPStatus</A></TD>
935<TD nowrap bgcolor="#ffffff">Reads the current state of the GP.</TD>
936    </TR>
937    <TR>
938<TD nowrap><A href="GfxFIFO/GXEnableBreakPt.html">GXEnableBreakPt</A></TD>
939<TD>Sets the break point address for the FIFO attached to the GP.</TD>
940    </TR>
941    <TR>
942<TD nowrap><A href="GfxFIFO/GXDisableBreakPt.html">GXDisableBreakPt</A></TD>
943<TD>Restarts loading of data to the FIFO attached to the GP.</TD>
944    </TR>
945    <TR>
946<TD><A href="GfxFIFO/GXSetBreakPtCallback.html">GXSetBreakPtCallback</A></TD>
947<TD>This function registers <code><strong><em>cb</em></strong></code> as a function to be invoked when a break point is encountered.&nbsp;</TD>
948    </TR>
949    <TR>
950<TD bgcolor="#ffffff"><A href="GfxFIFO/GXGetCurrentGXThread.html">GXGetCurrentGXThread</A></TD>
951<TD bgcolor="#ffffff">Gets the current GX thread.</TD>
952    </TR>
953    <TR>
954<TD bgcolor="#ffffff"><A href="GfxFIFO/GXSetCurrentGXThread.html">GXSetCurrentGXThread</A></TD>
955<TD bgcolor="#ffffff">Gets the current GX thread.</TD>
956    </TR>
957    <TR>
958<TD bgcolor="#ffffff"><A href="GfxFIFO/GXGetOverflowCount.html">GXGetOverflowCount</A></TD>
959<TD bgcolor="#ffffff">This function returns the number of FIFO overflows that have occurred since the last call to GXResetOverflowCount.</TD>
960    </TR>
961    <TR>
962<TD bgcolor="#ffffff"><A href="GfxFIFO/GXResetOverflowCount.html">GXResetOverflowCount</A></TD>
963<TD bgcolor="#ffffff">This function sets the current FIFO overflow count to zero, and returns the last count.</TD>
964    </TR>
965  </TBODY>
966</TABLE>
967<H2><A name="Graphics Pipeline Management">Graphics Pipeline Management</A></H2>
968<H3>  <A href="Management/GX_Runtime_Warnings.html">Runtime Warnings for GXSetVerifyLevel</A></H3>
969<TABLE border="1">
970  <TBODY>
971    <TR>
972<TD nowrap><A href="Management/GXInit.html">GXInit</A></TD>
973<TD>Sets the default state for the graphics processor (GP).</TD>
974    </TR>
975    <TR>
976<TD nowrap bgcolor="#ffffff"><A href="Management/GXAbortFrame.html">GXAbortFrame</A></TD>
977<TD nowrap bgcolor="#ffffff">Aborts the current frame.</TD>
978    </TR>
979    <TR>
980<TD nowrap><A href="Management/GXSetDrawSync.html">GXSetDrawSync</A></TD>
981<TD>Sends a token into the command stream.</TD>
982    </TR>
983    <TR>
984<TD nowrap><A href="Management/GXReadDrawSync.html">GXReadDrawSync</A></TD>
985<TD>Reads the token register value written by GXSetDrawSync.</TD>
986    </TR>
987    <TR>
988<TD><A href="Management/GXSetDrawSyncCallback.html">GXSetDrawSyncCallback</A></TD>
989<TD>This function installs a callback that is invoked whenever a token is encountered by the graphics pipeline.&nbsp;</TD>
990    </TR>
991    <TR>
992<TD nowrap bgcolor="#ffffff"><A href="Management/GXDrawDone.html">GXDrawDone</A></TD>
993<TD nowrap bgcolor="#ffffff">Synchronous functions</TD>
994    </TR>
995    <TR>
996<TD nowrap bgcolor="#ffffff"><A href="Management/GXSetDrawDone.html">GXSetDrawDone</A></TD>
997
998<TD nowrap bgcolor="#ffffff">Synchronous functions</TD>
999    </TR>
1000    <TR>
1001<TD nowrap bgcolor="#ffffff"><A href="Management/GXWaitDrawDone.html">GXWaitDrawDone</A></TD>
1002<TD nowrap bgcolor="#ffffff">Synchronous functions</TD>
1003    </TR>
1004    <TR>
1005      <TD nowrap bgcolor="#ffffff">
1006<A href="Management/GXSetDrawDoneCallback.html">GXSetDrawDoneCallback</A></TD>
1007<TD nowrap bgcolor="#ffffff">Always register a callback function to be called when a command that is done drawing appears to the graphics processor.</TD>
1008    </TR>
1009    <TR>
1010<TD nowrap><A href="Management/GXFlush.html">GXFlush</A></TD>
1011<TD>Flushes the write gather FIFO in the CPU.</TD>
1012    </TR>
1013    <TR>
1014<TD bgcolor="#ffffff"><A href="Management/GXPixModeSync.html">GXPixModeSync</A></TD>
1015<TD bgcolor="#ffffff">Synchronous functions</TD>
1016    </TR>
1017    <TR>
1018<TD bgcolor="#ffffff"><A href="Management/GXTexModeSync.html">GXTexModeSync</A></TD>
1019<TD bgcolor="#ffffff">Synchronous functions</TD>
1020    </TR>
1021    <TR>
1022<TD><A href="Management/GXSetVerifyLevel.html">GXSetVerifyLevel</A></TD>
1023<TD>This function is used with the debug GX library to control the types of warnings generated at runtime.&nbsp;</TD>
1024    </TR>
1025    <TR>
1026<TD><A href="Management/GXSetVerifyCallback.html">GXSetVerifyCallback</A></TD>
1027<TD>This function installs a callback that is invoked whenever a verify warning is encountered by the GX API (only for debug builds).&nbsp;</TD>
1028    </TR>
1029    <TR>
1030<TD bgcolor="#ffffff"><A href="GfxFIFO/GXRedirectWriteGatherPipe.html">GXRedirectWriteGatherPipe</A></TD>
1031<TD bgcolor="#ffffff">Temporarily sets the new location for the write gather pipe.</TD>
1032    </TR>
1033    <TR>
1034<TD bgcolor="#ffffff"><A href="GfxFIFO/GXRestoreWriteGatherPipe.html">GXRestoreWriteGatherPipe</A></TD>
1035<TD bgcolor="#ffffff">Returns the write gather pipe to its original state.</TD>
1036    </TR>
1037    <TR>
1038<TD bgcolor="#ffffff"><A href="GfxFIFO/GXResetWriteGatherPipe.html">GXResetWriteGatherPipe</A></TD>
1039<TD bgcolor="#ffffff">Resets the write gather pipe.</TD>
1040    </TR>
1041    <TR>
1042<TD><A href="Management/GXSetMisc.html">GXSetMisc</A></TD>
1043<TD>Used to control settings passed to various functions.</TD>
1044    </TR>
1045  </TBODY>
1046</TABLE>
1047<H2><A name="Performance Counters">Performance Metrics</A></H2>
1048<H3>  <A href="Performance/VertexPerformance.html">Vertex Performance Calculator</A></H3>
1049<TABLE border="1">
1050  <TBODY>
1051    <TR>
1052<TD><A href="Performance/GXSetGPMetric.html">GXSetGPMetric</A></TD>
1053<TD>This function sets two performance metrics to measure, <em><strong><code>perf0</code></strong></em> and <em><strong><code>perf1</code></strong></em>.</TD>
1054    </TR>
1055    <TR>
1056<TD><A href="Performance/GXReadGPMetric.html">GXReadGPMetric</A></TD>
1057<TD>Returns the preset performance metric count.</TD>
1058    </TR>
1059    <TR>
1060<TD><A href="Performance/GXClearGPMetric.html">GXClearGPMetric</A></TD>
1061<TD>Clears the both virtual GP performance counters to zero.</TD>
1062    </TR>
1063    <TR>
1064<TD bgcolor="#ffffff"><A href="Performance/GXSetGPMetric.html">GXSetGP0Metric</A></TD>
1065<TD bgcolor="#ffffff">This function sets two performance metrics to measure, <em><strong><code>perf0</code></strong></em> and <em><strong><code>perf1</code></strong></em>.</TD>
1066    </TR>
1067    <TR>
1068<TD bgcolor="#ffffff"><a href="Performance/GXReadGP0Metric.html">GXReadGP0Metric</a></TD>
1069<TD bgcolor="#ffffff">Returns the current value of Performance Counter 0.</TD>
1070    </TR>
1071    <TR>
1072<TD bgcolor="#ffffff"><A href="Performance/GXClearGPMetric.html">GXClearGP0Metric</A></TD>
1073<TD bgcolor="#ffffff">Clears the both virtual GP performance counters to zero.</TD>
1074    </TR>
1075    <TR>
1076<TD><A href="Performance/GXSetGPMetric.html">GXSetGP1Metric</A></TD>
1077<TD>This function sets two performance metrics to measure, <em><strong><code>perf0</code></strong></em> and <em><strong><code>perf1</code></strong></em>.</TD>
1078    </TR>
1079    <TR>
1080<TD><A href="Performance/GXReadGP1Metric.html">GXReadGP1Metric</A></TD>
1081<TD>Returns the current value of <EM><STRONG><CODE>perf1</CODE></STRONG></EM>, which represents Performance Counter 1.</TD>
1082    </TR>
1083    <TR>
1084<TD><A href="Performance/GXClearGPMetric.html">GXClearGP1Metric</A></TD>
1085<TD>Clears the both virtual GP performance counters to zero.</TD>
1086    </TR>
1087    <TR>
1088<TD bgcolor="#ffffff"><A href="Performance/GXSetVCacheMetric.html">GXSetVCacheMetric</A></TD>
1089<TD bgcolor="#ffffff">Sets what is to be measured so that the vertex cache performance counter can measure it.</TD>
1090    </TR>
1091    <TR>
1092<TD bgcolor="#ffffff"><A href="Performance/GXReadVCacheMetric.html">GXReadVCacheMetric</A></TD>
1093<TD bgcolor="#ffffff">Returns the value of the vertex cache performance counter.</TD>
1094    </TR>
1095    <TR>
1096<TD bgcolor="#ffffff"><A href="Performance/GXClearVCacheMetric.html">GXClearVCacheMetric</A></TD>
1097<TD bgcolor="#ffffff">Clears the vertex cache performance counter by sending a special clear token.</TD>
1098    </TR>
1099    <TR>
1100<TD><A href="Performance/GXReadMemMetric.html">GXReadMemMetric</A></TD>
1101<TD>This function returns the number of memory requests made by each memory master.</TD>
1102    </TR>
1103    <TR>
1104<TD><A href="Performance/GXClearMemMetric.html">GXClearMemMetric</A></TD>
1105<TD>Clears the memory request counter.</TD>
1106    </TR>
1107    <TR>
1108<TD bgcolor="#ffffff"><A href="Performance/GXReadPixMetric.html">GXReadPixMetric</A></TD>
1109<TD bgcolor="#ffffff">Returns the number of clock cycles consumed during copying.</TD>
1110    </TR>
1111    <TR>
1112<TD bgcolor="#ffffff"><A href="Performance/GXClearPixMetric.html">GXClearPixMetric</A></TD>
1113<TD bgcolor="#ffffff">Resets the counter to zero.</TD>
1114    </TR>
1115  </TBODY>
1116</TABLE>
1117<H2><A name="Procedural Models">Procedural Models</A></H2>
1118<TABLE border="">
1119  <TBODY>
1120    <TR>
1121<TD nowrap><A href="Draw/GXDrawCube.html">GXDrawCube</A></TD>
1122<TD>Draws a cube.</TD>
1123    </TR>
1124    <TR>
1125<TD nowrap><A href="Draw/GXDrawCylinder.html">GXDrawCylinder</A></TD>
1126<TD>Draws a cylinder.</TD>
1127    </TR>
1128    <TR>
1129<TD nowrap><A href="Draw/GXDrawDodeca.html">GXDrawDodeca</A></TD>
1130<TD>Draws a dodecahedron.</TD>
1131    </TR>
1132    <TR>
1133<TD nowrap><A href="Draw/GXDrawIcosahedron.html">GXDrawIcosahedron</A></TD>
1134<TD>Draws an Icosahedron.</TD>
1135    </TR>
1136    <TR>
1137<TD nowrap><A href="Draw/GXDrawOctahedron.html">GXDrawOctahedron</A></TD>
1138<TD>Draws an Octahedron.</TD>
1139    </TR>
1140    <TR>
1141<TD nowrap><A href="Draw/GXDrawSphere.html">GXDrawSphere</A></TD>
1142<TD>Draws a sphere.</TD>
1143    </TR>
1144    <TR>
1145<TD nowrap><A href="Draw/GXDrawSphere1.html">GXDrawSphere1</A></TD>
1146<TD>Draws a sphere by dividing an icosahedron into sections.</TD>
1147    </TR>
1148    <TR>
1149<TD nowrap><A href="Draw/GXDrawTorus.html">GXDrawTorus</A></TD>
1150<TD>Draws a torus.</TD>
1151    </TR>
1152  </TBODY>
1153</TABLE>
1154<H2><A name="Structures">Structures</A></H2>
1155<TABLE border="">
1156  <TBODY>
1157    <TR>
1158<TD nowrap><A href="Structures/GXColor.html">GXColor</A></TD>
1159<TD>Color structure.</TD>
1160    </TR>
1161    <TR>
1162<TD><A href="Structures/GXColorS10.html">GXColorS10</A></TD>
1163<TD>Signed color structure.</TD>
1164    </TR>
1165    <TR>
1166<TD nowrap><A href="Structures/GXFifoObj.html">GXFifoObj</A></TD>
1167<TD>Structure used when initializing/updating with GXInitFifo.</TD>
1168    </TR>
1169    <TR>
1170<TD nowrap><A href="Structures/GXLightObj.html">GXLightObj</A></TD>
1171<TD>Structure used when initializing/updating with GXInitLight.</TD>
1172    </TR>
1173    <TR>
1174<TD nowrap><A href="Structures/GXRenderModeObj.html">GXRenderModeObj</A></TD>
1175<TD>Structure used to store data defining the render mode.</TD>
1176    </TR>
1177    <TR>
1178<TD nowrap><A href="Structures/GXTexObj.html">GXTexObj</A></TD>
1179<TD>Structure used when initializing/updating with GXInitTex.</TD>
1180    </TR>
1181    <TR>
1182<TD nowrap><A href="Structures/GXTexRegion.html">GXTexRegion</A></TD>
1183<TD>Structure used when initializing/updating with GXInitTexCacheRegion.</TD>
1184    </TR>
1185    <TR>
1186<TD nowrap><A href="Structures/GXTlutObj.html">GXTlutObj</A></TD>
1187<TD>Structure used when initializing/updating with GXInitTlutObj.</TD>
1188    </TR>
1189    <TR>
1190<TD nowrap><A href="Structures/GXTlutRegion.html">GXTlutRegion</A></TD>
1191<TD>Structure used when initializing/updating with GXInitTlutRegion.</TD>
1192    </TR>
1193    <TR>
1194<TD nowrap><A href="Structures/GXVtxAttrFmtList.html">GXVtxAttrFmtList</A></TD>
1195<TD>Structure used to list the attribute formats.</TD>
1196    </TR>
1197    <TR>
1198<TD nowrap><A href="Structures/GXVtxDescList.html">GXVtxDescList</A></TD>
1199<TD>Structure used to describe how attributes are to be accessed.</TD>
1200    </TR>
1201    <TR>
1202<TD nowrap><A href="Structures/GXFogAdjTable.html">GXFogAdjTable</A></TD>
1203<TD>Fog range adjustment parameter table.</TD>
1204    </TR>
1205  </TBODY>
1206</TABLE>
1207<H2><A name="EnumTypes">Enumerated Types</A></H2>
1208<TABLE border="">
1209  <TBODY>
1210    <TR>
1211<TD nowrap><A href="Enumerated_Types/GXAlphaOp.html">GXAlphaOp</A></TD>
1212<TD>Alpha combine control.</TD>
1213    </TR>
1214    <TR>
1215<TD nowrap><A href="Enumerated_Types/GXAlphaReadMode.html">GXAlphaReadMode</A></TD>
1216<TD>Texture environment (TEV) control.</TD>
1217    </TR>
1218    <TR>
1219<TD nowrap><A href="Enumerated_Types/GXAnisotropy.html">GXAnisotropy</A></TD>
1220<TD>Maximum anisotropic filter control.</TD>
1221    </TR>
1222    <TR>
1223<TD nowrap><A href="Enumerated_Types/GXAttnFn.html">GXAttnFn</A></TD>
1224<TD>Lighting attenuation control.</TD>
1225    </TR>
1226    <TR>
1227<TD nowrap><A href="Enumerated_Types/GXAttr.html">GXAttr</A></TD>
1228<TD>Name of the vertex attribute or array.&nbsp;</TD>
1229    </TR>
1230    <TR>
1231<TD nowrap><A href="Enumerated_Types/GXAttrType.html">GXAttrType</A></TD>
1232<TD>Type of attribute reference.</TD>
1233    </TR>
1234    <TR>
1235<TD nowrap><A href="Enumerated_Types/GXBlendFactor.html">GXBlendFactor</A></TD>
1236<TD>Blending controls.</TD>
1237    </TR>
1238    <TR>
1239<TD nowrap><A href="Enumerated_Types/GXBlendMode.html">GXBlendMode</A></TD>
1240<TD>Blending type.</TD>
1241    </TR>
1242    <TR>
1243<TD nowrap><A href="Enumerated_Types/GXBool.html">GXBool</A></TD>
1244<TD>Boolean type.</TD>
1245    </TR>
1246    <TR>
1247<TD nowrap><A href="Enumerated_Types/GXChannelID.html">GXChannelID</A></TD>
1248<TD>Name of color channel used for lighting.</TD>
1249    </TR>
1250    <TR>
1251<TD nowrap><A href="Enumerated_Types/GXCITexFmt.html">GXCITexFmt</A></TD>
1252<TD>Color index texture format types.</TD>
1253    </TR>
1254    <TR>
1255<TD><A href="Enumerated_Types/GXClipMode.html">GXClipMode</A></TD>
1256<TD>Clip mode.</TD>
1257    </TR>
1258    <TR>
1259<TD nowrap><A href="Enumerated_Types/GXColorSrc.html">GXColorSrc</A></TD>
1260<TD>Source of color input.</TD>
1261    </TR>
1262    <TR>
1263<TD nowrap><A href="Enumerated_Types/GXCompare.html">GXCompare</A></TD>
1264<TD>Compare types.</TD>
1265    </TR>
1266    <TR>
1267<TD nowrap><A href="Enumerated_Types/GXCompCnt.html">GXCompCnt</A></TD>
1268<TD>Number of components in an attribute.</TD>
1269    </TR>
1270    <TR>
1271<TD nowrap><A href="Enumerated_Types/GXCompType.html">GXCompType</A></TD>
1272<TD>Type of components in an attribute.</TD>
1273    </TR>
1274    <TR>
1275<TD><A href="Enumerated_Types/GXCopyMode.html">GXCopyMode</A></TD>
1276<TD>Copy mode from EFB.</TD>
1277    </TR>
1278    <TR>
1279<TD nowrap><A href="Enumerated_Types/GXCullMode.html">GXCullMode</A></TD>
1280<TD>Backface culling modes.</TD>
1281    </TR>
1282    <TR>
1283<TD nowrap><A href="Enumerated_Types/GXDiffuseFn.html">GXDiffuseFn</A></TD>
1284<TD>Diffuse lighting function control.</TD>
1285    </TR>
1286    <TR>
1287<TD nowrap><A href="Enumerated_Types/GXDistAttnFn.html">GXDistAttnFn</A></TD>
1288<TD>Type of brightness decreasing (distance attenuation) function by distance.</TD>
1289    </TR>
1290    <TR>
1291<TD nowrap><A href="Enumerated_Types/GXFBClamp.html">GXFBClamp</A></TD>
1292<TD>Frame buffer clamp modes when copying.</TD>
1293    </TR>
1294    <TR>
1295<TD nowrap><A href="Enumerated_Types/GXFogType.html">GXFogType</A></TD>
1296<TD>Fog equation control.</TD>
1297    </TR>
1298    <TR>
1299<TD nowrap><A href="Enumerated_Types/GXGamma.html">GXGamma</A></TD>
1300<TD>Gamma values.</TD>
1301    </TR>
1302    <TR>
1303<TD><A href="Enumerated_Types/GXIndTexAlphaSel.html">GXIndTexAlphaSel</A></TD>
1304<TD>Indirect texture bump alpha select.&nbsp;</TD>
1305    </TR>
1306    <TR>
1307<TD><A href="Enumerated_Types/GXIndTexBiasSel.html">GXIndTexBiasSel</A></TD>
1308<TD>Indirect texture bias select.&nbsp;</TD>
1309    </TR>
1310    <TR>
1311<TD><A href="Enumerated_Types/GXIndTexFormat.html">GXIndTexFormat</A></TD>
1312<TD>Indirect texture formats.&nbsp;</TD>
1313    </TR>
1314    <TR>
1315<TD><A href="Enumerated_Types/GXIndTexMtxID.html">GXIndTexMtxID</A></TD>
1316<TD>Indirect texture matrix ID.&nbsp;</TD>
1317    </TR>
1318    <TR>
1319<TD><A href="Enumerated_Types/GXIndTexScale.html">GXIndTexScale</A></TD>
1320<TD>Indirect texture scale value.&nbsp;</TD>
1321    </TR>
1322    <TR>
1323<TD><A href="Enumerated_Types/GXIndTexStageID.html">GXIndTexStageID</A></TD>
1324<TD>Indirect texture stage ID.&nbsp;</TD>
1325    </TR>
1326    <TR>
1327<TD><A href="Enumerated_Types/GXIndTexWrap.html">GXIndTexWrap</A></TD>
1328<TD>Indirect texture wrap value.&nbsp;</TD>
1329    </TR>
1330    <TR>
1331<TD nowrap><A href="Enumerated_Types/GXLightID.html">GXLightID</A></TD>
1332<TD>The name of the light.</TD>
1333    </TR>
1334    <TR>
1335<TD nowrap><A href="Enumerated_Types/GXLogicOp.html">GXLogicOp</A></TD>
1336<TD>Logical operation types.</TD>
1337    </TR>
1338    <TR>
1339<TD><A href="Enumerated_Types/GXMiscToken.html">GXMiscToken</A></TD>
1340<TD>Miscellaneous control setting values.</TD>
1341    </TR>
1342    <TR>
1343<TD><A href="Enumerated_Types/GXPerf0.html">GXPerf0</A></TD>
1344<TD>These are the performance counter 0 metrics.</TD>
1345    </TR>
1346    <TR>
1347<TD><A href="Enumerated_Types/GXPerf1.html">GXPerf1</A></TD>
1348<TD>These are the performance counter 1 metrics.</TD>
1349    </TR>
1350    <TR>
1351<TD nowrap><A href="Enumerated_Types/GXPixelFmt.html">GXPixelFmt</A></TD>
1352<TD>Frame buffer pixel formats.</TD>
1353    </TR>
1354    <TR>
1355<TD nowrap><A href="Enumerated_Types/GXPosNrmMtx.html">GXPosNrmMtx</A></TD>
1356<TD>Position-Normal matrix index.</TD>
1357    </TR>
1358    <TR>
1359<TD nowrap><A href="Enumerated_Types/GXPrimitive.html">GXPrimitive</A></TD>
1360<TD>Primitive type</TD>
1361    </TR>
1362    <TR>
1363<TD nowrap><A href="Enumerated_Types/GXProjectionType.html">GXProjectionType</A></TD>
1364<TD>Projection type.</TD>
1365    </TR>
1366    <TR>
1367<TD><A href="Enumerated_Types/GXPTTexMtx.html">GXPTTexMtx</A></TD>
1368<TD>Post-transform texture matrix index.</TD>
1369    </TR>
1370    <TR>
1371<TD nowrap><A href="Enumerated_Types/GXSpotFn.html">GXSpotFn</A></TD>
1372<TD>Function type for the illumination distribution of the spotlight.</TD>
1373    </TR>
1374    <TR>
1375<TD nowrap><A href="Enumerated_Types/GXTevAlphaArg.html">GXTevAlphaArg</A></TD>
1376<TD>Texture environment (TEV) input control.</TD>
1377    </TR>
1378    <TR>
1379<TD nowrap><A href="Enumerated_Types/GXTevBias.html">GXTevBias</A></TD>
1380<TD>Tev bias values.</TD>
1381    </TR>
1382    <TR>
1383<TD nowrap><A href="Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A></TD>
1384<TD>Texture Environment (TEV) input control.</TD>
1385    </TR>
1386    <TR>
1387<TD><A href="Enumerated_Types/GXTevColorChan.html">GXTevColorChan</A></TD>
1388<TD>TEV color channel components.</TD>
1389    </TR>
1390    <TR>
1391<TD><A href="Enumerated_Types/GXTevKAlphaSel.html">GXTevKAlphaSel</A></TD>
1392<TD>TEV constant alpha input selection.</TD>
1393    </TR>
1394    <TR>
1395<TD><A href="Enumerated_Types/GXTevKColorID.html">GXTevKColorID</A></TD>
1396<TD>Texture Environment constant color register name.</TD>
1397    </TR>
1398    <TR>
1399<TD><A href="Enumerated_Types/GXTevKColorSel.html">GXTevKColorSel</A></TD>
1400<TD>TEV constant color input selection.</TD>
1401    </TR>
1402    <TR>
1403<TD nowrap><A href="Enumerated_Types/GXTevMode.html">GXTevMode</A></TD>
1404<TD>Texture Environment (TEV) control.</TD>
1405    </TR>
1406    <TR>
1407<TD nowrap><A href="Enumerated_Types/GXTevOp.html">GXTevOp</A></TD>
1408<TD>Texture environment (TEV) control.</TD>
1409    </TR>
1410    <TR>
1411<TD nowrap><A href="Enumerated_Types/GXTevRegID.html">GXTevRegID</A></TD>
1412<TD>Texture environment (TEV) source/destination register name.&nbsp;</TD>
1413    </TR>
1414    <TR>
1415<TD nowrap><A href="Enumerated_Types/GXTevScale.html">GXTevScale</A></TD>
1416<TD>Texture environment (TEV) control.</TD>
1417    </TR>
1418    <TR>
1419<TD nowrap><A href="Enumerated_Types/GXTevStageID.html">GXTevStageID</A></TD>
1420<TD>Texture Environment (TEV) stage name.</TD>
1421    </TR>
1422    <TR>
1423<TD><A href="Enumerated_Types/GXTevSwapSel.html">GXTevSwapSel</A></TD>
1424<TD>TEV color swap table entries.</TD>
1425    </TR>
1426    <TR>
1427<TD><A href="Enumerated_Types/GXTexCacheSize.html">GXTexCacheSize</A></TD>
1428<TD>Size of texture cache regions.</TD>
1429    </TR>
1430    <TR>
1431<TD nowrap><A href="Enumerated_Types/GXTexCoordID.html">GXTexCoordID</A></TD>
1432<TD>Name of texture coordinate.</TD>
1433    </TR>
1434    <TR>
1435<TD nowrap><A href="Enumerated_Types/GXTexFilter.html">GXTexFilter</A></TD>
1436<TD>Texture filter types.</TD>
1437    </TR>
1438    <TR>
1439<TD nowrap><A href="Enumerated_Types/GXTexFmt.html">GXTexFmt</A></TD>
1440<TD>RGB, RGBA, Intensity, Intensity/Alpha, Compressed, and Z texture format types.</TD>
1441    </TR>
1442    <TR>
1443<TD nowrap><A href="Enumerated_Types/GXTexGenSrc.html">GXTexGenSrc</A></TD>
1444<TD>Texture coordinate source parameter.</TD>
1445    </TR>
1446    <TR>
1447<TD nowrap><A href="Enumerated_Types/GXTexGenType.html">GXTexGenType</A></TD>
1448<TD>Texture coordinate generation method.</TD>
1449    </TR>
1450    <TR>
1451<TD nowrap><A href="Enumerated_Types/GXTexMapID.html">GXTexMapID</A></TD>
1452<TD>Texture map name.</TD>
1453    </TR>
1454    <TR>
1455<TD nowrap><A href="Enumerated_Types/GXTexMtx.html">GXTexMtx</A></TD>
1456<TD>Texture matrix index.</TD>
1457    </TR>
1458    <TR>
1459<TD nowrap><A href="Enumerated_Types/GXTexMtxType.html">GXTexMtxType</A></TD>
1460<TD>Texture matrix type.</TD>
1461    </TR>
1462    <TR>
1463<TD nowrap><A href="Enumerated_Types/GXTexOffset.html">GXTexOffset</A></TD>
1464<TD>Texture offset values.</TD>
1465    </TR>
1466    <TR>
1467<TD nowrap><A href="Enumerated_Types/GXTexWrapMode.html">GXTexWrapMode</A></TD>
1468<TD>Texture coordinate controls</TD>
1469    </TR>
1470    <TR>
1471<TD nowrap><A href="Enumerated_Types/GXTlut.html">GXTlut</A></TD>
1472<TD>Name of Texture Look-Up Table (TLUT) in texture memory.&nbsp;</TD>
1473    </TR>
1474    <TR>
1475<TD><A href="Enumerated_Types/GXTlutFmt.html">GXTlutFmt</A></TD>
1476<TD>Texture LookUp Table (TLUT) formats.</TD>
1477    </TR>
1478    <TR>
1479<TD nowrap><A href="Enumerated_Types/GXTlutSize.html">GXTlutSize</A></TD>
1480<TD>Size of the Texture LookUp Table (TLUT) in texture memory.</TD>
1481    </TR>
1482    <TR>
1483<TD><A href="Enumerated_Types/GXVCachePerf.html">GXVCachePerf</A></TD>
1484<TD>Vertex cache performance counter parameters.</TD>
1485    </TR>
1486    <TR>
1487<TD nowrap><A href="Enumerated_Types/GXVtxFmt.html">GXVtxFmt</A></TD>
1488<TD>Vertex format number.</TD>
1489    </TR>
1490    <TR>
1491<TD><A href="Enumerated_Types/GXWarningLevel.html">GXWarningLevel</A></TD>
1492<TD>Sets the warning level.</TD>
1493    </TR>
1494    <TR>
1495<TD nowrap><A href="Enumerated_Types/GXZFmt16.html">GXZFmt16</A></TD>
1496<TD>Compressed Z formats</TD>
1497    </TR>
1498    <TR>
1499<TD nowrap><A href="Enumerated_Types/GXZTexOp.html">GXZTexOp</A></TD>
1500<TD>Z texture operations.</TD>
1501    </TR>
1502  </TBODY>
1503</TABLE>
1504<H2><A name="Color Format">Color Format</A></H2>
1505<TABLE border="">
1506  <TBODY>
1507    <TR>
1508<TD nowrap><A href="ColorFormat/GXPackedRGB565.html">GXPackedRGB565</A></TD>
1509<TD>Packs RGB color components into RGB565 16-bit format.</TD>
1510    </TR>
1511    <TR>
1512<TD nowrap><A href="ColorFormat/GXPackedRGB5A3.html">GXPackedRGB5A3</A></TD>
1513<TD>Pack RGBA color components into RGBA5551/4443 16-bit format.</TD>
1514    </TR>
1515    <TR>
1516<TD nowrap><A href="ColorFormat/GXPackedRGBA4.html">GXPackedRGBA4</A></TD>
1517<TD>Pack RGBA color components into RGBA4444 16-bit format.</TD>
1518    </TR>
1519  </TBODY>
1520</TABLE>
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1527<TITLE>Graphics API Function List</TITLE>
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