1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<meta http-equiv="Content-Type" content="text/html;charset=windows-1252"> 4<LINK rel="stylesheet" type="text/css" href="../CSS/revolution.css"> 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. </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. </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. </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. </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>. </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. </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. </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. </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. </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. </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. </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. </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. </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. </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> <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. </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. </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. </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. </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. </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. </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. </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. </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. </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. </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>. </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>. </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>. </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. </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 "k(c)onstant" color registers in the Texture Environment (TEV) unit. </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. </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. </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. </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. </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. </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. </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). </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. </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. </TD> 1305 </TR> 1306 <TR> 1307<TD><A href="Enumerated_Types/GXIndTexBiasSel.html">GXIndTexBiasSel</A></TD> 1308<TD>Indirect texture bias select. </TD> 1309 </TR> 1310 <TR> 1311<TD><A href="Enumerated_Types/GXIndTexFormat.html">GXIndTexFormat</A></TD> 1312<TD>Indirect texture formats. </TD> 1313 </TR> 1314 <TR> 1315<TD><A href="Enumerated_Types/GXIndTexMtxID.html">GXIndTexMtxID</A></TD> 1316<TD>Indirect texture matrix ID. </TD> 1317 </TR> 1318 <TR> 1319<TD><A href="Enumerated_Types/GXIndTexScale.html">GXIndTexScale</A></TD> 1320<TD>Indirect texture scale value. </TD> 1321 </TR> 1322 <TR> 1323<TD><A href="Enumerated_Types/GXIndTexStageID.html">GXIndTexStageID</A></TD> 1324<TD>Indirect texture stage ID. </TD> 1325 </TR> 1326 <TR> 1327<TD><A href="Enumerated_Types/GXIndTexWrap.html">GXIndTexWrap</A></TD> 1328<TD>Indirect texture wrap value. </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. </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. </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> 1521</BODY> 1522<HEAD> 1523<META http-equiv="Content-Type" content="text/html; charset=Shift_JIS"> 1524<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 1525<META http-equiv="Content-Style-Type" content="text/css"> 1526<BASE target="main"> 1527<TITLE>Graphics API Function List</TITLE> 1528</HEAD> 1529</HTML>