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<H2><A name="Geometry and Vertex">Geometry and Vertices</A></H2> 8<TABLE border="1"> 9 <TBODY> 10 <TR bgcolor="#ffffff"> 11<TD nowrap><A href="Geometry/GXSetVtxDesc.html"><CODE>GXSetVtxDesc</CODE></A></TD> 12<TD nowrap>Sets the attribute type for the current vertex descriptor.</TD> 13 </TR> 14 <TR> 15<TD nowrap><A href="Geometry/GXSetVtxDescv.html">GXSetVtxDescv</A></TD> 16<TD nowrap>Sets the attribute type for the current vertex descriptor. This type passes a pointer to an array that lists multiple attributes.</TD> 17 </TR> 18 <TR> 19<TD nowrap><A href="Geometry/GXClearVtxDesc.html">GXClearVtxDesc</A></TD> 20<TD nowrap>Clears all attributes of the current vertex descriptor.</TD> 21 </TR> 22 <TR> 23<TD nowrap><A href="Geometry/GXSetVtxAttrFmt.html"><CODE>GXSetVtxAttrFmt</CODE></A></TD> 24<TD nowrap>Sets the attribute format for the VAT (Vertex Attribute Format Table).</TD> 25 </TR> 26 <TR> 27<TD nowrap><A href="Geometry/GXSetVtxAttrFmtv.html">GXSetVtxAttrFmtv</A></TD> 28<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> 29 </TR> 30 <TR bgcolor="#ffffff"> 31<TD nowrap><A href="Geometry/GXSetArray.html"><CODE>GXSetArray</CODE></A></TD> 32<TD nowrap>Sets the base attribute pointer and unitary attribute stride.</TD> 33 </TR> 34 <TR> 35<TD nowrap><A href="Geometry/GXBegin.html">GXBegin</A></TD> 36<TD nowrap>Begins drawing graphics primitives.</TD> 37 </TR> 38 <TR> 39<TD nowrap><A href="Geometry/GXEnd.html">GXEnd</A></TD> 40<TD nowrap>Ends drawing graphics primitives.</TD> 41 </TR> 42 <TR> 43<TD nowrap><A href="Geometry/GXMatrixIndex.html">GXMatrixIndex1u8</A></TD> 44<TD nowrap>Sets vertex matrix attributes.</TD> 45 </TR> 46 <TR> 47<TD nowrap><A href="Geometry/GXPosition.html">GXPosition[n][t]</A></TD> 48<TD nowrap>Sets vertex position attributes.</TD> 49 </TR> 50 <TR> 51<TD nowrap><A href="Geometry/GXNormal.html">GXNormal[n][t]</A></TD> 52<TD nowrap>Sets vertex normal attributes.</TD> 53 </TR> 54 <TR> 55<TD nowrap><A href="Geometry/GXColor.html">GXColor[n][t]</A></TD> 56<TD nowrap>Sets vertex color attributes.</TD> 57 </TR> 58 <TR> 59<TD nowrap><A href="Geometry/GXTexCoord.html">GXTexCoord[n][t]</A></TD> 60<TD nowrap>Sets vertex texture coordinate attributes.</TD> 61 </TR> 62 <TR bgcolor="#ffffff"> 63<TD nowrap><A href="Geometry/GXSetLineWidth.html">GXSetLineWidth</A></TD> 64<TD nowrap>Specifies the primitive width.</TD> 65 </TR> 66 <TR bgcolor="#ffffff"> 67<TD nowrap><A href="Geometry/GXSetPointSize.html">GXSetPointSize</A></TD> 68<TD nowrap>Specifies the size of point primitives.</TD> 69 </TR> 70 <TR bgcolor="#ffffff"> 71<TD nowrap><A href="Geometry/GXEnableTexOffsets.html">GXEnableTexOffsets</A></TD> 72<TD nowrap>This function enables a special texture offset feature for points and lines. </TD> 73 </TR> 74 <TR> 75<TD nowrap><A href="Geometry/GXInvalidateVtxCache.html">GXInvalidateVtxCache</A></TD> 76<TD nowrap>Invalidates the vertex cache.</TD> 77 </TR> 78 <TR bgcolor="#ffffff"> 79<TD nowrap><A href="Geometry/GXGetVtxDesc.html">GXGetVtxDesc</A></TD> 80<TD nowrap>Gets the unitary attribute type of the current vertex descriptor.</TD> 81 </TR> 82 <TR bgcolor="#ffffff"> 83<TD nowrap><A href="Geometry/GXGetVtxDescv.html">GXGetVtxDescv</A></TD> 84<TD nowrap>Gets multiple attribute descriptors.</TD> 85 </TR> 86 <TR bgcolor="#ffffff"> 87<TD nowrap><A href="Geometry/GXGetVtxAttrFmt.html">GXGetVtxAttrFmt</A></TD> 88<TD nowrap>Returns the attribute format (<CODE><STRONG><EM>attr</EM></STRONG></CODE>).</TD> 89 </TR> 90 <TR bgcolor="#ffffff"> 91<TD><A href="Geometry/GXGetVtxAttrFmtv.html">GXGetVtxAttrFmtv</A></TD> 92<TD>Gets multiple attribute formats inside the unitary vertex format.</TD> 93 </TR> 94 <TR bgcolor="#ffffff"> 95<TD><A href="Geometry/GXGetLineWidth.html">GXGetLineWidth</A></TD> 96<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> 97 </TR> 98 <TR bgcolor="#ffffff"> 99<TD><A href="Geometry/GXGetPointSize.html">GXGetPointSize</A></TD> 100<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> 101 </TR> 102 </TBODY> 103</TABLE> 104<H2><A name="Display List">Display List</A></H2> 105<TABLE border="1"> 106 <TBODY> 107 <TR> 108<TD nowrap><A href="DisplayList/GXBeginDisplayList.html">GXBeginDisplayList</A></TD> 109<TD>Stars the display list and disables writing to the FIFO attached to the current CPU.</TD> 110 </TR> 111 <TR> 112<TD nowrap><A href="DisplayList/GXEndDisplayList.html">GXEndDisplayList</A></TD> 113<TD>This function ends the display list and resumes writing graphics commands to the CPU FIFO.</TD> 114 </TR> 115 <TR> 116<TD nowrap><A href="DisplayList/GXCallDisplayList.html">GXCallDisplayList</A></TD> 117<TD>Sends a display list execution request to the GP.</TD> 118 </TR> 119 <TR> 120<TD><A href="DisplayList/GXFastCallDisplayList.html">GXFastCallDisplayList</A></TD> 121<TD>Functions the same as <A href="DisplayList/GXCallDisplayList.html">GXCallDisplayList</A>. Although slightly faster, there are restrictions.</TD> 122 </TR> 123 </TBODY> 124</TABLE> 125<H2><A name="Transformation and Matrix">Transformation and Matrix</A></H2> 126<TABLE border="1"> 127 <TBODY> 128 <TR bgcolor="#ffffff"> 129<TD nowrap><A href="Transform/GXSetProjection.html">GXSetProjection</A></TD> 130<TD nowrap>Used to set the projection matrix.</TD> 131 </TR> 132 <TR bgcolor="#ffffff"> 133<TD nowrap><A href="Transform/GXSetProjectionv.html">GXSetProjectionv</A></TD> 134<TD nowrap>Used to set the projection matrix.</TD> 135 </TR> 136 <TR> 137<TD nowrap><A href="Transform/GXLoadPosMtxImm.html">GXLoadPosMtxImm</A></TD> 138<TD>Loads a 3x4 model view matrix into matrix memory.</TD> 139 </TR> 140 <TR> 141<TD nowrap><A href="Transform/GXLoadPosMtxIndx.html">GXLoadPosMtxIndx</A></TD> 142<TD>3x4 model view matrix into matrix memory using indices.</TD> 143 </TR> 144 <TR> 145<TD nowrap><A href="Transform/GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</A></TD> 146<TD>Loads data from a 3x4 matrix used as a 3x3 normal transform matrix into matrix memory.</TD> 147 </TR> 148 <TR> 149<TD nowrap><A href="Transform/GXLoadNrmMtxImm3x3.html">GXLoadNrmMtxImm3x3</A></TD> 150<TD>Loads data from a 3x3 matrix used as a 3x3 normal transform matrix into matrix memory.</TD> 151 </TR> 152 <TR> 153<TD nowrap><A href="Transform/GXLoadNrmMtxIndx3x3.html">GXLoadNrmMtxIndx3x3</A></TD> 154<TD>Loads data from a 3x3 matrix used as a 3x3 normal transform matrix into matrix memory using indices.</TD> 155 </TR> 156 <TR> 157<TD><A href="Transform/GXSetCurrentMtx.html">GXSetCurrentMtx</A></TD> 158<TD>Sets the current matrix.</TD> 159 </TR> 160 <TR bgcolor="#ffffff"> 161<TD nowrap><A href="Transform/GXLoadTexMtxImm.html">GXLoadTexMtxImm</A></TD> 162<TD>Loads a texture matrix into matrix memory.</TD> 163 </TR> 164 <TR bgcolor="#ffffff"> 165<TD nowrap><A href="Transform/GXLoadTexMtxIndx.html">GXLoadTexMtxIndx</A></TD> 166<TD>Loads a texture matrix into matrix memory using indices.</TD> 167 </TR> 168 <TR> 169<TD nowrap><A href="Transform/GXSetViewport.html">GXSetViewport</A></TD> 170<TD>Sets the viewport rectangle in screen coordinates.</TD> 171 </TR> 172 <TR> 173<TD nowrap><A href="Transform/GXSetViewportJitter.html">GXSetViewportJitter</A></TD> 174<TD>Sets the viewport and adjusts the line offset of the viewport for the interlaced field rendering mode.</TD> 175 </TR> 176 <TR> 177<TD><A href="Transform/GXSetViewportv.html">GXSetViewportv</A></TD> 178<TD>Sets the viewport rectangle inside the screen coordinates.</TD> 179 </TR> 180 <TR bgcolor="#ffffff"> 181<TD><A href="Transform/GXGetProjectionv.html">GXGetProjectionv</A></TD> 182<TD>This function is used to get the current projection matrix in an array format. </TD> 183 </TR> 184 <TR bgcolor="#ffffff"> 185<TD><A href="Transform/GXGetViewport.html">GXGetViewport</A></TD> 186<TD>Returns the current viewport rectangle.</TD> 187 </TR> 188 <TR bgcolor="#ffffff"> 189<TD><A href="Transform/GXGetViewportv.html">GXGetViewportv</A></TD> 190<TD>This function gets the current viewport parameters and places them in array <code><em><strong>vp</strong></em></code>. </TD> 191 </TR> 192 <TR bgcolor="#ffffff"> 193<TD><A href="Transform/GXProject.html">GXProject</A></TD> 194<TD>Projects screen coordinates onto model coordinates.</TD> 195 </TR> 196 <TR> 197<TD><A href="Transform/GXSetZScaleOffset.html">GXSetZScaleOffset</A></TD> 198<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> 199 </TR> 200 </TBODY> 201</TABLE> 202<H2><A name="Clipping and Culling">Clipping and Culling</A></H2> 203<TABLE border="1"> 204 <TBODY> 205 <TR> 206<TD nowrap><A href="Culling/GXSetScissor.html">GXSetScissor</A></TD> 207<TD>Sets the scissor rectangle.</TD> 208 </TR> 209 <TR> 210<TD nowrap><A href="Culling/GXSetCullMode.html"><CODE>GXSetCullMode</CODE></A></TD> 211<TD>Culling control.</TD> 212 </TR> 213 <TR> 214<TD><A href="Culling/GXSetClipMode.html">GXSetClipMode</A></TD> 215<TD>Enables/disables the use of geometry culling.</TD> 216 </TR> 217 <TR> 218<TD nowrap><A href="Culling/GXSetCoPlanar.html">GXSetCoPlanar</A></TD> 219<TD>Enables coplanar triangle processes.</TD> 220 </TR> 221 <TR> 222<TD><A href="Culling/GXSetScissorBoxOffset.html">GXSetScissorBoxOffset</A></TD> 223<TD>Shifts the scissor rectangle up and left, left, or up using an offset.</TD> 224 </TR> 225 <TR bgcolor="#ffffff"> 226<TD><A href="Culling/GXGetScissor.html">GXGetScissor</A></TD> 227<TD>This function returns the scissor box in the current screen coordinates.</TD> 228 </TR> 229 <TR bgcolor="#ffffff"> 230<TD><A href="Culling/GXGetCullMode.html">GXGetCullMode</A></TD> 231<TD>Returns the current culling mode.</TD> 232 </TR> 233 </TBODY> 234</TABLE> 235<H2><A name="Lighting">Lighting</A></H2> 236<H3> <A href="Lighting/GXLightObjInitFlow.html">GXLightObj Initialization Flow</A></H3> 237<TABLE border="1"> 238 <TBODY> 239 <TR> 240<TD nowrap><A href="Lighting/GXLightObjInitFlow.html">GXLightObj Initialization Flow</A></TD> 241<TD>About the order of initialization of light objects.</TD> 242 </TR> 243 <TR> 244<TD><A href="Lighting/GXInitLightAttn.html">GXInitLightAttn</A></TD> 245<TD>Sets the coefficients to use for lighting attenuation for a light object.</TD> 246 </TR> 247 <TR> 248<TD><A href="Lighting/GXInitLightAttnA.html">GXInitLightAttnA</A></TD> 249<TD>Sets the anglar attenuation coefficient to use for lighting attenuation for a light object.</TD> 250 </TR> 251 <TR> 252<TD><A href="Lighting/GXInitLightAttnK.html">GXInitLightAttnK</A></TD> 253<TD>Sets the distance attenuation coefficient to use for lighting attenuation for a light object.</TD> 254 </TR> 255 <TR> 256<TD nowrap><A href="Lighting/GXInitLightSpot.html">GXInitLightSpot</A></TD> 257<TD>Sets the coefficient to use for angular attenuation for a spot light. This is a simplified version of GXInitLightAttn.</TD> 258 </TR> 259 <TR> 260<TD nowrap><A href="Lighting/GXInitLightDistAttn.html">GXInitLightDistAttn</A></TD> 261<TD>Sets the coefficients for distance attenuation to use for a light object. This is a simplified version of GXInitLightAttn.</TD> 262 </TR> 263 <TR> 264<TD><A href="Lighting/GXInitLightShininess.html">GXInitLightShininess</A></TD> 265<TD>This function sets the <em><strong><code>shininess</code></strong></em> of a per-vertex specular light. </TD> 266 </TR> 267 <TR> 268<TD nowrap><A href="Lighting/GXInitLightPos.html">GXInitLightPos</A></TD> 269<TD>Sets the position for the light object.</TD> 270 </TR> 271 <TR> 272<TD><A href="Lighting/GXInitLightPosv.html">GXInitLightPosv</A></TD> 273<TD>This macro function uses a vector structure to set the position of the light object. </TD> 274 </TR> 275 <TR> 276<TD nowrap><A href="Lighting/GXInitLightDir.html">GXInitLightDir</A></TD> 277<TD>Sets the position of the light object.</TD> 278 </TR> 279 <TR> 280<TD><A href="Lighting/GXInitLightDirv.html">GXInitLightDirv</A></TD> 281<TD>This macro function uses a vector structure to set the direction of the light object. </TD> 282 </TR> 283 <TR> 284<TD><A href="Lighting/GXInitSpecularDir.html">GXInitSpecularDir</A></TD> 285<TD>Sets the direction of specular light for a light object.</TD> 286 </TR> 287 <TR> 288<TD><A href="Lighting/GXInitSpecularDirv.html">GXInitSpecularDirv</A></TD> 289<TD>Sets the direction of specular light for a light object.</TD> 290 </TR> 291 <TR> 292<TD><A href="Lighting/GXInitSpecularDirHA.html">GXInitSpecularDirHA</A></TD> 293<TD>Sets the direction vector and half-angle vector for specular light.</TD> 294 </TR> 295 <TR> 296<TD><A href="Lighting/GXInitSpecularDirHAv.html">GXInitSpecularDirHAv</A></TD> 297<TD>Uses vectors to sets the direction vector and half-way vector for specular light.</TD> 298 </TR> 299 <TR> 300<TD nowrap><A href="Lighting/GXInitLightColor.html">GXInitLightColor</A></TD> 301<TD>Sets the light color of the light object.</TD> 302 </TR> 303 <TR bgcolor="#ffffff"> 304<TD nowrap><A href="Lighting/GXLoadLightObjImm.html">GXLoadLightObjImm</A></TD> 305<TD>Loads the hardwrae register settings for the light object.</TD> 306 </TR> 307 <TR bgcolor="#ffffff"> 308<TD nowrap><A href="Lighting/GXLoadLightObjIndx.html">GXLoadLightObjIndx</A></TD> 309<TD>Fetches a light object for the graphics processing using indices.</TD> 310 </TR> 311 <TR> 312<TD nowrap><A href="Lighting/GXSetChanAmbColor.html"><CODE>GXSetChanAmbColor</CODE></A></TD> 313<TD>Sets the ambient color register for the color channel.</TD> 314 </TR> 315 <TR> 316<TD nowrap><A href="Lighting/GXSetChanMatColor.html"><CODE>GXSetChanMatColor</CODE></A></TD> 317<TD>Sets the material ambient color register for the color channel.</TD> 318 </TR> 319 <TR> 320<TD nowrap><A href="Lighting/GXSetChanCtrl.html"><CODE>GXSetChanCtrl</CODE></A></TD> 321<TD>Sets the control for the color channel.</TD> 322 </TR> 323 <TR> 324<TD><A href="Lighting/GXSetNumChans.html">GXSetNumChans</A></TD> 325<TD>Sets the number of color channels used for output to the TEV stage.</TD> 326 </TR> 327 <TR bgcolor="#ffffff"> 328<TD><A href="Lighting/GXGetLightAttnA.html">GXGetLightAttnA</A></TD> 329<TD>Returns the coefficient used in the attenuation calculation for lighting.</TD> 330 </TR> 331 <TR bgcolor="#ffffff"> 332<TD><A href="Lighting/GXGetLightAttnK.html">GXGetLightAttnK</A></TD> 333<TD>Returns the coefficient used in the attenuation calculation for lighting.</TD> 334 </TR> 335 <TR bgcolor="#ffffff"> 336<TD><A href="Lighting/GXGetLightPos.html">GXGetLightPos</A></TD> 337<TD>This function returns the position coordinates set for a light object. </TD> 338 </TR> 339 <TR bgcolor="#ffffff"> 340<TD><A href="Lighting/GXGetLightPosv.html">GXGetLightPosv</A></TD> 341<TD>This function returns the position coordinates of the light from a light object to a vector structure. </TD> 342 </TR> 343 <TR bgcolor="#ffffff"> 344<TD><A href="Lighting/GXGetLightDir.html">GXGetLightDir</A></TD> 345<TD>This function returns the light direction set for a light object. </TD> 346 </TR> 347 <TR bgcolor="#ffffff"> 348<TD><A href="Lighting/GXGetLightDirv.html">GXGetLightDirv</A></TD> 349<TD>This function returns the direction of the light from a light object to a vector structure. </TD> 350 </TR> 351 <TR bgcolor="#ffffff"> 352<TD><A href="Lighting/GXGetLightColor.html">GXGetLightColor</A></TD> 353<TD>This function returns the light color set for a light object. </TD> 354 </TR> 355 </TBODY> 356</TABLE> 357<H2><A name="Texture Coordinate Generation"><STRONG>Texture Coordinate Generation</STRONG></A></H2> 358<TABLE border="1"> 359 <TBODY> 360 <TR> 361<TD><A href="TexCoordGen/GXSetTexCoordGen.html">GXSetTexCoordGen</A></TD> 362<TD>Specifies the method to use when generating texture coordinates.</TD> 363 </TR> 364 <TR> 365<TD><A href="TexCoordGen/GXSetNumTexGens.html">GXSetNumTexGens</A></TD> 366<TD>This function sets the number of texture coordinates that are available for use in the Texture Environment (TEV) stages. </TD> 367 </TR> 368 <TR> 369<TD><A href="TexCoordGen/GXSetTexCoordGen2.html"><CODE>GXSetTexCoordGen2</CODE></A></TD> 370<TD>Can specify additional options for generating texture coordinates.</TD> 371 </TR> 372 <TR bgcolor="#ffffff"> 373<TD><A href="TexCoordGen/GXSetTexCoordScaleManually.html">GXSetTexCoordScaleManually</A></TD> 374<TD>This function allows the scale value to be used to be manually assigned to the given <CODE><I>texcoord</I></CODE>.</TD> 375 </TR> 376 <TR bgcolor="#ffffff"> 377<TD><A href="TexCoordGen/GXSetTexCoordCylWrap.html">GXSetTexCoordCylWrap</A></TD> 378<TD>Enables cylindrical texture coordinate wrapping.</TD> 379 </TR> 380 <TR bgcolor="#ffffff"> 381<TD><A href="TexCoordGen/GXSetTexCoordBias.html">GXSetTexCoordBias</A></TD> 382<TD>Controls range bias.</TD> 383 </TR> 384 </TBODY> 385</TABLE> 386<H2><A name="Texture">Textures</A></H2> 387<H3> <A href="Texture/GXTexObjInitFlow.html">GXTexObj Initialization Flow</A><BR> <A href="../gx/Texture/GXTMEMDefault.html">GX Default TMEM configuration</A></H3> 388<TABLE border="1"> 389 <TBODY> 390 <TR> 391<TD nowrap><A href="Texture/GXInitTexObj.html">GXInitTexObj</A></TD> 392<TD>Initializes and modifies texture objects that are not color index textures.</TD> 393 </TR> 394 <TR> 395<TD nowrap><A href="Texture/GXInitTexObjCI.html">GXInitTexObjCI</A></TD> 396<TD>Initializes and modifies texture objects that have a color index format.</TD> 397 </TR> 398 <TR> 399<TD nowrap><A href="Texture/GXInitTexObjLOD.html"><CODE>GXInitTexObjLOD</CODE></A></TD> 400<TD>Sets the texture LOD control parameter for a texture object.</TD> 401 </TR> 402 <TR> 403<TD nowrap><A href="Texture/GXLoadTexObj.html"><CODE>GXLoadTexObj</CODE></A></TD> 404<TD>Loads the state describing a texture into one of eight hardware register settings.</TD> 405 </TR> 406 <TR> 407<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjUserData.html">GXInitTexObjUserData</A></TD> 408<TD bgcolor="#ffffff">Sets a pointer to the user data in the GXTexObj structure.</TD> 409 </TR> 410 <TR> 411<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjData.html">GXInitTexObjData</A></TD> 412<TD bgcolor="#ffffff">This function allows one to modify the image data pointer for an existing texture object. </TD> 413 </TR> 414 <TR> 415<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjWrapMode.html">GXInitTexObjWrapMode</A></TD> 416<TD bgcolor="#ffffff">This function allows one to modify the texture coordinate wrap mode for an existing texture object. </TD> 417 </TR> 418 <TR> 419<TD bgcolor="#ffffff"><A href="Texture/GXInitTexObjTlut.html">GXInitTexObjTlut</A></TD> 420<TD bgcolor="#ffffff">This function allows one to modify the TLUT that is associated with an existing texture object.</TD> 421 </TR> 422 <TR> 423<TD><A href="Texture/GXInitTexObjFilter.html">GXInitTexObjFilter</A></TD> 424<TD>This function allows one to modify the texture filter for an existing texture object. </TD> 425 </TR> 426 <TR> 427<TD><A href="Texture/GXInitTexObjMaxLOD.html">GXInitTexObjMaxLOD</A></TD> 428<TD>This function allows one to modify the maximum LOD value for an existing texture object. </TD> 429 </TR> 430 <TR> 431<TD><A href="Texture/GXInitTexObjMinLOD.html">GXInitTexObjMinLOD</A></TD> 432<TD>This function allows one to modify the minimum LOD value for an existing texture object. </TD> 433 </TR> 434 <TR> 435<TD><A href="Texture/GXInitTexObjLODBias.html">GXInitTexObjLODBias</A></TD> 436<TD>This function allows one to modify the LOD bias value for an existing texture object. </TD> 437 </TR> 438 <TR> 439<TD><A href="Texture/GXInitTexObjBiasClamp.html">GXInitTexObjBiasClamp</A></TD> 440<TD>This function allows one to modify the bias clamp mode for an existing texture object. </TD> 441 </TR> 442 <TR> 443<TD><A href="Texture/GXInitTexObjEdgeLOD.html">GXInitTexObjEdgeLOD</A></TD> 444<TD>This function allows one to modify the edge LOD mode for an existing texture object. </TD> 445 </TR> 446 <TR> 447<TD><A href="Texture/GXInitTexObjMaxAniso.html">GXInitTexObjMaxAniso</A></TD> 448<TD>This function allows one to modify the anisotropic filter mode for an existing texture object. </TD> 449 </TR> 450 <TR> 451<TD nowrap><A href="Texture/GXInitTlutObj.html">GXInitTlutObj</A></TD> 452<TD>Initializes objects in the Texture Look-Up Table (TLUT).</TD> 453 </TR> 454 <TR> 455<TD nowrap><A href="Texture/GXLoadTlut.html">GXLoadTlut</A></TD> 456<TD>Copies the texture lookup table from main memory into TMEM.</TD> 457 </TR> 458 <TR> 459<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInitTexCacheRegion.html">GXInitTexCacheRegion</A></TD> 460<TD nowrap bgcolor="#ffffff">Initializes the texture memory cache region.</TD> 461 </TR> 462 <TR> 463 <TD nowrap bgcolor="#ffffff"> 464<A href="Texture/GXInitTexPreLoadRegion.html">GXInitTexPreLoadRegion</A></TD> 465<TD nowrap bgcolor="#ffffff">Initializes the texture memory for preload.</TD> 466 </TR> 467 <TR> 468<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInitTlutRegion.html">GXInitTlutRegion</A></TD> 469<TD nowrap bgcolor="#ffffff">Initializes objects in the Texture Look-Up Table (TLUT) region.</TD> 470 </TR> 471 <TR> 472<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInvalidateTexRegion.html">GXInvalidateTexRegion</A></TD> 473<TD nowrap bgcolor="#ffffff">Invalidates the texture cache inside texture memory (TMEM).</TD> 474 </TR> 475 <TR> 476<TD nowrap bgcolor="#ffffff"><A href="Texture/GXInvalidateTexAll.html">GXInvalidateTexAll</A></TD> 477<TD nowrap bgcolor="#ffffff">Invalidates all texture caches inside texture memory (TMEM).</TD> 478 </TR> 479 </TBODY> 480</TABLE> 481<TABLE border="1"> 482 <TBODY> 483 <TR> 484<TD nowrap><A href="Texture/GXSetTexRegionCallback.html">GXSetTexRegionCallback</A></TD> 485<TD>Specifies the function that defines the allocation of a non-default texture region.</TD> 486 </TR> 487 <TR> 488<TD nowrap><A href="Texture/GXSetTlutRegionCallback.html">GXSetTlutRegionCallback</A></TD> 489<TD>Specifies the function that defines the allocation of a non-default TLUT region.</TD> 490 </TR> 491 <TR> 492 <TD nowrap bgcolor="#ffffff"> 493<A href="Texture/GXPreLoadEntireTexture.html">GXPreLoadEntireTexture</A></TD> 494<TD nowrap bgcolor="#ffffff">Loads a texture into texture memory. (Preload region)</TD> 495 </TR> 496 <TR> 497<TD nowrap bgcolor="#ffffff"><A href="Texture/GXLoadTexObjPreLoaded.html">GXLoadTexObjPreLoaded</A></TD> 498<TD nowrap bgcolor="#ffffff">Loads the GXTexObj structure used for textures that are preloaded.</TD> 499 </TR> 500 </TBODY> 501</TABLE> 502<TABLE border="1"> 503 <TBODY> 504 <TR> 505<TD nowrap><A href="Texture/GXGetTexObjData.html">GXGetTexObjData</A></TD> 506<TD>This function returns a pointer to the texture data described by the texture object <em><strong><code>obj</code></strong></em>.</TD> 507 </TR> 508 <TR> 509<TD nowrap><A href="Texture/GXGetTexObjWidth.html">GXGetTexObjWidth</A></TD> 510<TD>This function returns the width of the texture described by the texture object <em><strong><code>obj</code></strong></em>.</TD> 511 </TR> 512 <TR> 513<TD nowrap><A href="Texture/GXGetTexObjHeight.html">GXGetTexObjHeight</A></TD> 514<TD>This function returns the height of the texture described by the texture object <em><strong><code>obj</code></strong></em>.</TD> 515 </TR> 516 <TR> 517<TD nowrap><A href="Texture/GXGetTexObjFmt.html">GXGetTexObjFmt</A></TD> 518<TD>This function returns the texture format described by the texture object <em><strong><code>obj</code></strong></em>.</TD> 519 </TR> 520 <TR> 521<TD><A href="Texture/GXGetTexObjWrapS.html">GXGetTexObjWrapS</A></TD> 522<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> 523 </TR> 524 <TR> 525<TD><A href="Texture/GXGetTexObjWrapT.html">GXGetTexObjWrapT</A></TD> 526<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> 527 </TR> 528 <TR> 529<TD><A href="Texture/GXGetTexObjMipMap.html">GXGetTexObjMipMap</A></TD> 530<TD>This function returns the texture mipmap enable described by the texture object <em><strong><code>obj</code></strong></em>.</TD> 531 </TR> 532 <TR> 533<TD><A href="Texture/GXGetTexObjUserData.html">GXGetTexObjUserData</A></TD> 534<TD>This function is used to get a pointer to user data.</TD> 535 </TR> 536 <TR> 537<TD><A href="Texture/GXGetTexObjTlut.html">GXGetTexObjTlut</A></TD> 538<TD>This function returns the TLUT name by the texture object <em><strong><code>obj</code></strong></em>.</TD> 539 </TR> 540 <TR> 541<TD><A href="Texture/GXGetTexObjAll.html">GXGetTexObjAll</A></TD> 542<TD>This function returns the parameters described by the texture object.</TD> 543 </TR> 544 <TR> 545<TD><A href="Texture/GXGetTexObjLODAll.html">GXGetTexObjLODAll</A></TD> 546<TD>This function returns the LOD-related parameters described by a texture object. </TD> 547 </TR> 548 <TR> 549<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjData.html">GXGetTlutObjData</A></TD> 550<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> 551 </TR> 552 <TR> 553<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjFmt.html">GXGetTlutObjFmt</A></TD> 554<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> 555 </TR> 556 <TR> 557<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjNumEntries.html">GXGetTlutObjNumEntries</A></TD> 558<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> 559 </TR> 560 <TR> 561<TD bgcolor="#ffffff"><A href="Texture/GXGetTlutObjAll.html">GXGetTlutObjAll</A></TD> 562<TD bgcolor="#ffffff">This function returns all the parameters describing the Texture Look-Up Table (TLUT) object. </TD> 563 </TR> 564 <TR> 565<TD><A href="Texture/GXGetTexRegionAll.html">GXGetTexRegionAll</A></TD> 566<TD>This function returns all parameters describing texture memory region objects.</TD> 567 </TR> 568 <TR> 569<TD><A href="Texture/GXGetTlutRegionAll.html">GXGetTlutRegionAll</A></TD> 570<TD>This function returns all parameters describing TLUT region objects.</TD> 571 </TR> 572 <TR> 573<TD bgcolor="#ffffff"><A href="Texture/GXGetTexBufferSize.html">GXGetTexBufferSize</A></TD> 574<TD bgcolor="#ffffff">This function is useful for returning the total amount of buffer memory (in bytes.)_</TD> 575 </TR> 576 </TBODY> 577</TABLE> 578<H2><A name="Texture Environment">Texture Environment (TEV)</A></H2> 579<H3> <A href="Tev/TevConfigGuide.html">TEV Configuration Guide</A></H3> 580<TABLE border="1"> 581 <TBODY> 582 <TR> 583<TD nowrap><A href="Tev/GXSetTevOp.html">GXSetTevOp</A></TD> 584<TD>Sets the TEV combine mode.</TD> 585 </TR> 586 <TR> 587<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorIn.html"><CODE>GXSetTevColorIn</CODE></A></TD> 588<TD nowrap bgcolor="#ffffff">Sets the TEV input color source.</TD> 589 </TR> 590 <TR> 591<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevAlphaIn.html"><CODE>GXSetTevAlphaIn</CODE></A></TD> 592<TD nowrap bgcolor="#ffffff">Sets the TEV input alpha source.</TD> 593 </TR> 594 <TR> 595<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorOp.html"><CODE>GXSetTevColorOp</CODE></A></TD> 596<TD nowrap bgcolor="#ffffff">Sets parameters for the TEV color combiner function.</TD> 597 </TR> 598 <TR> 599<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevAlphaOp.html"><CODE>GXSetTevAlphaOp</CODE></A></TD> 600<TD nowrap bgcolor="#ffffff">Sets parameters for the TEV alpha combiner function.</TD> 601 </TR> 602 <TR> 603<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColor.html"><CODE>GXSetTevColor</CODE></A></TD> 604<TD nowrap bgcolor="#ffffff">Sets a color into the TEV color register.</TD> 605 </TR> 606 <TR> 607<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetTevColorS10.html">GXSetTevColorS10</A></TD> 608<TD nowrap bgcolor="#ffffff">Sets one of the constant color registers in the TEV unit.</TD> 609 </TR> 610 <TR> 611<TD nowrap bgcolor="#ffffff"><A href="Tev/GXSetAlphaCompare.html"><CODE>GXSetAlphaCompare</CODE></A></TD> 612<TD nowrap bgcolor="#ffffff">Sets the TEV alpha compare.</TD> 613 </TR> 614 <TR> 615<TD><A href="Tev/GXSetTevKColorSel.html"><CODE>GXSetTevKColorSel</CODE></A></TD> 616<TD>Selects the color input (constant) to be used on the given TEV stage.</TD> 617 </TR> 618 <TR> 619<TD><A href="Tev/GXSetTevKAlphaSel.html"><CODE>GXSetTevKAlphaSel</CODE></A></TD> 620<TD>Selects the alpha input (constant) to be used on the given TEV stage.</TD> 621 </TR> 622 <TR> 623<TD><A href="Tev/GXSetTevKColor.html"><CODE>GXSetTevKColor</CODE></A></TD> 624<TD>This function is used to set one of the "k(c)onstant" color registers in the Texture Environment (TEV) unit. </TD> 625 </TR> 626 <TR> 627<TD><A href="Tev/GXSetTevSwapMode.html"><CODE>GXSetTevSwapMode</CODE></A></TD> 628<TD>Selects the swap mode for the given TEV stage.</TD> 629 </TR> 630 <TR> 631<TD><A href="Tev/GXSetTevSwapModeTable.html"><CODE>GXSetTevSwapModeTable</CODE></A></TD> 632<TD>This function makes the TEV swap table settings.</TD> 633 </TR> 634 <TR bgcolor="#ffffff"> 635<TD nowrap><A href="Tev/GXSetTevOrder.html"><CODE>GXSetTevOrder</CODE></A></TD> 636<TD nowrap>Sets the texture and rasterized color to be used for TEV input.</TD> 637 </TR> 638 <TR> 639<TD nowrap><A href="Tev/GXSetZTexture.html">GXSetZTexture</A></TD> 640<TD>Sets Z texture processing.</TD> 641 </TR> 642 <TR bgcolor="#ffffff"> 643<TD nowrap><A href="Tev/GXSetNumTevStages.html"><CODE>GXSetNumTevStages</CODE></A></TD> 644<TD>Enables serial number settings for TEV stages.</TD> 645 </TR> 646 </TBODY> 647</TABLE> 648<H2><A name="Indirect Texturing"><STRONG>Indirect Texture</STRONG></A></H2> 649<TABLE border="1"> 650 <TBODY> 651 <TR> 652<TD><A href="Indirect/GXSetNumIndStages.html"><CODE>GXSetNumIndStages</CODE></A></TD> 653<TD>This function is used to set how many indirect lookups will take place. </TD> 654 </TR> 655 <TR> 656<TD><A href="Indirect/GXSetIndTexOrder.html"><CODE>GXSetIndTexOrder</CODE></A></TD> 657<TD>This function is used to specify the texture coordinates and texture map.</TD> 658 </TR> 659 <TR> 660<TD><A href="Indirect/GXSetIndTexCoordScale.html"><CODE>GXSetIndTexCoordScale</CODE></A></TD> 661<TD>This function is used when one wishes to share a texcoord between an indirect stage and a regular TEV stage.</TD> 662 </TR> 663 <TR> 664<TD><A href="Indirect/GXSetIndTexMtx.html"><CODE>GXSetIndTexMtx</CODE></A></TD> 665<TD>This function lets you set one of the three static indirect matrices and the associated scale factor. </TD> 666 </TR> 667 <TR> 668<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndWarp.html">GXSetTevIndWarp</A></TD> 669<TD bgcolor="#ffffff">This function allows the texture coordinates used in a regular TEV stage lookup table to be warped and twisted.</TD> 670 </TR> 671 <TR> 672<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndTile.html">GXSetTevIndTile</A></TD> 673<TD bgcolor="#ffffff">This function can be used to implement tile textures that use indirect textures.</TD> 674 </TR> 675 <TR> 676<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndBumpST.html">GXSetTevIndBumpST</A></TD> 677<TD bgcolor="#ffffff">This function sets indirect lookup for environment-mapped bump-maps (EMBM).</TD> 678 </TR> 679 <TR> 680<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndRepeat.html">GXSetTevIndRepeat</A></TD> 681<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> 682 </TR> 683 <TR> 684<TD bgcolor="#ffffff"><A href="Indirect/GXSetTevIndBumpXYZ.html">GXSetTevIndBumpXYZ</A></TD> 685<TD bgcolor="#ffffff">This function sets indirect lookup for environment-mapped bump-maps.</TD> 686 </TR> 687 <TR> 688<TD><A href="Indirect/GXSetTevIndirect.html"><CODE>GXSetTevIndirect</CODE></A></TD> 689<TD>This general-purpose function specifies how to control a regular TEV stage lookup as a result of indirect lookup.</TD> 690 </TR> 691 <TR> 692<TD><A href="Indirect/GXSetTevDirect.html">GXSetTevDirect</A></TD> 693<TD>This function is used to turn off all indirect texture processing for the specified regular TEV stage.</TD> 694 </TR> 695 </TBODY> 696</TABLE> 697<H2><A name="Pixel Processing">Pixel Processing</A></H2> 698<TABLE border="1"> 699 <TBODY> 700 <TR> 701<TD nowrap><A href="PixelProc/GXSetFog.html">GXSetFog</A></TD> 702<TD>Sets fog.</TD> 703 </TR> 704 <TR> 705<TD nowrap><A href="PixelProc/GXSetFogColor.html">GXSetFogColor</A></TD> 706<TD>Sets fog color.</TD> 707 </TR> 708 <TR> 709<TD nowrap><A href="PixelProc/GXInitFogAdjTable.html">GXInitFogAdjTable</A></TD> 710<TD>Creates a fog range adjustment table.</TD> 711 </TR> 712 <TR> 713<TD nowrap><A href="PixelProc/GXSetFogRangeAdj.html">GXSetFogRangeAdj</A></TD> 714<TD>Sets fog range adjustments.</TD> 715 </TR> 716 <TR> 717<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetBlendMode.html"><CODE>GXSetBlendMode</CODE></A></TD> 718<TD nowrap bgcolor="#ffffff">Sets blend mode.</TD> 719 </TR> 720 <TR> 721<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetColorUpdate.html">GXSetColorUpdate</A></TD> 722<TD nowrap bgcolor="#ffffff">Enables updating of the color buffer.</TD> 723 </TR> 724 <TR> 725<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetAlphaUpdate.html">GXSetAlphaUpdate</A></TD> 726<TD nowrap bgcolor="#ffffff">Enables updating of the color buffer.</TD> 727 </TR> 728 <TR> 729<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetZMode.html"><CODE>GXSetZMode</CODE></A></TD> 730<TD nowrap bgcolor="#ffffff">Sets the Z compare mode.</TD> 731 </TR> 732 <TR> 733<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetZCompLoc.html"><CODE>GXSetZCompLoc</CODE></A></TD> 734<TD nowrap bgcolor="#ffffff">Sets whether Z buffer processing comes before or after texture processing.</TD> 735 </TR> 736 <TR> 737<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetPixelFmt.html">GXSetPixelFmt</A></TD> 738<TD nowrap bgcolor="#ffffff">Sets the pixel format for the frame buffer.</TD> 739 </TR> 740 <TR> 741<TD nowrap bgcolor="#ffffff"><A href="PixelProc/GXSetDither.html">GXSetDither</A></TD> 742<TD nowrap bgcolor="#ffffff">Enables dithering.</TD> 743 </TR> 744 <TR> 745<TD nowrap><A href="PixelProc/GXSetDstAlpha.html">GXSetDstAlpha</A></TD> 746<TD>Sets the alpha value used to write to the EFB.</TD> 747 </TR> 748 <TR> 749<TD bgcolor="#ffffff"><A href="PixelProc/GXSetFieldMode.html">GXSetFieldMode</A></TD> 750<TD bgcolor="#ffffff">Controls rasterize and texture parameters for field mode/double-strike rendering.</TD> 751 </TR> 752 <TR> 753<TD bgcolor="#ffffff"><A href="PixelProc/GXSetFieldMask.html">GXSetFieldMask</A></TD> 754<TD bgcolor="#ffffff">Selectively enables/disables frame buffer interlacing.</TD> 755 </TR> 756 </TBODY> 757</TABLE> 758<H2><A name="Framebuffer">Frame Buffer</A></H2> 759<H3> <A href="Framebuffer/RenderMode.html">Render Modes</A></H3> 760<TABLE border="1"> 761 <TBODY> 762 <TR> 763<TD><A href="Framebuffer/GXAdjustForOverscan.html">GXAdjustForOverscan</A></TD> 764<TD>Returns altered results compressed to fit within the size given so as to eliminate overscan.</TD> 765 </TR> 766 <TR> 767<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetDispCopySrc.html">GXSetDispCopySrc</A></TD> 768<TD nowrap bgcolor="#ffffff">Sets the source parameter to use for copying from EFB to XFB.</TD> 769 </TR> 770 <TR> 771<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetDispCopyDst.html">GXSetDispCopyDst</A></TD> 772<TD nowrap bgcolor="#ffffff">Sets the display buffer stride in pixels.</TD> 773 </TR> 774 <TR> 775 <TD nowrap bgcolor="#ffffff"> 776<A href="Framebuffer/GXSetDispCopyFrame2Field.html">GXSetDispCopyFrame2Field</A></TD> 777<TD nowrap bgcolor="#ffffff">Enables the extraction of fields from the EFB while copying the display buffer.</TD> 778 </TR> 779 <TR> 780 <TD nowrap bgcolor="#ffffff"> 781<A href="Framebuffer/GXSetDispCopyGamma.html">GXSetDispCopyGamma</A></TD> 782<TD nowrap bgcolor="#ffffff">Applies gamma correction to pixels being copied from the EFB to XFB.</TD> 783 </TR> 784 <TR> 785 <TD nowrap bgcolor="#ffffff"> 786<A href="Framebuffer/GXSetDispCopyYScale.html">GXSetDispCopyYScale</A></TD> 787<TD nowrap bgcolor="#ffffff">Sets the vertical scale for copying from the EFB to XFB.</TD> 788 </TR> 789 <TR> 790<TD><A href="Framebuffer/GXGetYScaleFactor.html">GXGetYScaleFactor</A></TD> 791<TD>Calculates the appropriate Y scale factor value for GXSetDispCopyYScale.</TD> 792 </TR> 793 <TR> 794<TD><A href="Framebuffer/GXGetNumXfbLines.html">GXGetNumXfbLines</A></TD> 795<TD>This function is useful for calculating the actual number of lines being copied to the XFB.</TD> 796 </TR> 797 <TR> 798<TD nowrap><A href="Framebuffer/GXSetTexCopySrc.html">GXSetTexCopySrc</A></TD> 799<TD>Sets parameters for copying the EFB to the texture image.</TD> 800 </TR> 801 <TR> 802<TD><A href="Framebuffer/GXSetTexCopyDst.html">GXSetTexCopyDst</A></TD> 803<TD>Sets the texture buffer to be copied from the EFB.</TD> 804 </TR> 805 <TR> 806<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyClear.html">GXSetCopyClear</A></TD> 807<TD nowrap bgcolor="#ffffff">Sets the color and Z value to use when clearing the embedded frame buffer during copying.</TD> 808 </TR> 809 <TR> 810<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyFilter.html">GXSetCopyFilter</A></TD> 811<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> 812 </TR> 813 <TR> 814<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXSetCopyClamp.html">GXSetCopyClamp</A></TD> 815<TD nowrap bgcolor="#ffffff">Sets the vertical clamp mode when copying from the EFB to the XFB or a texture.</TD> 816 </TR> 817 <TR> 818<TD nowrap><A href="Framebuffer/GXCopyDisp.html">GXCopyDisp</A></TD> 819<TD>Copies from the EFB to the XFB.</TD> 820 </TR> 821 <TR> 822<TD nowrap><A href="Framebuffer/GXCopyTex.html">GXCopyTex</A></TD> 823<TD>Copies from the EFB to a texture image buffer.</TD> 824 </TR> 825 <TR> 826 <TD nowrap bgcolor="#ffffff"> 827<A href="Framebuffer/GXClearBoundingBox.html">GXClearBoundingBox</A></TD> 828<TD nowrap bgcolor="#ffffff">Clears the pixel coordinate bounding box values so that graphics hardware can draw to the EFB.</TD> 829 </TR> 830 <TR> 831<TD nowrap bgcolor="#ffffff"><A href="Framebuffer/GXReadBoundingBox.html">GXReadBoundingBox</A></TD> 832<TD nowrap bgcolor="#ffffff">Loads the pixel coordinate bounding box values so that graphics hardware can draw to the EFB.</TD> 833 </TR> 834 </TBODY> 835</TABLE> 836<H2><A name="CPU Direct EFB Access">CPU Direct EFB Access</A></H2> 837<TABLE border="1"> 838 <TBODY> 839 <TR> 840<TD nowrap><A href="Cpu2Efb/GXPokeAlphaMode.html">GXPokeAlphaMode</A></TD> 841<TD>Sets the threshold so that it can be compared to the pixel alpha loaded in the EFB using the GXPoke* function.</TD> 842 </TR> 843 <TR> 844<TD nowrap><A href="Cpu2Efb/GXPokeAlphaRead.html">GXPokeAlphaRead</A></TD> 845<TD>Sets the alpha value to be loaded when the EFB pixel type does not have an alpha.</TD> 846 </TR> 847 <TR> 848<TD nowrap><A href="Cpu2Efb/GXPokeAlphaUpdate.html">GXPokeAlphaUpdate</A></TD> 849<TD>Sets ON/OFF for alpha buffer updating using GXPoke*.</TD> 850 </TR> 851 <TR> 852<TD nowrap><A href="Cpu2Efb/GXPokeBlendMode.html">GXPokeBlendMode</A></TD> 853<TD>Specifies the blend method with the source image EFB loaded using GXPoke*.</TD> 854 </TR> 855 <TR> 856<TD nowrap><A href="Cpu2Efb/GXPokeColorUpdate.html">GXPokeColorUpdate</A></TD> 857<TD>Sets ON/OFF for color buffer updating when writing the EFB using GXPoke*.</TD> 858 </TR> 859 <TR> 860<TD nowrap><A href="Cpu2Efb/GXPokeDstAlpha.html">GXPokeDstAlpha</A></TD> 861<TD>Sets the constant alpha value when writing to the EFB using GXPoke*.</TD> 862 </TR> 863 <TR> 864<TD nowrap><A href="Cpu2Efb/GXPokeDither.html">GXPokeDither</A></TD> 865<TD>Enables dithering when writing to the EFB using GXPoke*.</TD> 866 </TR> 867 <TR> 868<TD nowrap><A href="Cpu2Efb/GXPokeZMode.html">GXPokeZMode</A></TD> 869<TD>Sets the Z buffer compare mode when writing to the EFB using GXPoke*.</TD> 870 </TR> 871 <TR> 872<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPokeARGB.html">GXPokeARGB</A></TD> 873<TD nowrap bgcolor="#ffffff">Writes the color value directly from the CPU to the X, Y position in the EFB.</TD> 874 </TR> 875 <TR> 876<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPeekARGB.html">GXPeekARGB</A></TD> 877<TD nowrap bgcolor="#ffffff">Loads the color value directly from the X, Y position in the EFB to the CPU.</TD> 878 </TR> 879 <TR> 880<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPokeZ.html">GXPokeZ</A></TD> 881<TD nowrap bgcolor="#ffffff">Writes the Z value directly from the CPU to the X, Y position in the EFB.</TD> 882 </TR> 883 <TR> 884<TD nowrap bgcolor="#ffffff"><A href="Cpu2Efb/GXPeekZ.html">GXPeekZ</A></TD> 885<TD nowrap bgcolor="#ffffff">Loads the Z value directly from the X, Y position in the EFB to the CPU.</TD> 886 </TR> 887 <TR> 888<TD><A href="Cpu2Efb/GXCompressZ16.html">GXCompressZ16</A></TD> 889<TD>Helps write the Z value directly to the 16-bit Z buffer when using GXPokeZ.</TD> 890 </TR> 891 <TR> 892<TD><A href="Cpu2Efb/GXDecompressZ16.html">GXDecompressZ16</A></TD> 893<TD>Helps load the Z value directly from the 16-bit Z buffer when using GXPeekZ.</TD> 894 </TR> 895 </TBODY> 896</TABLE> 897<H2><A name="Graphics FIFO">Graphics FIFO</A></H2> 898<TABLE border="1"> 899 <TBODY> 900 <TR> 901<TD nowrap><A href="GfxFIFO/GXInitFifoBase.html">GXInitFifoBase</A></TD> 902<TD>Sets the main memory used by the FIFO.</TD> 903 </TR> 904 <TR> 905<TD nowrap><A href="GfxFIFO/GXInitFifoPtrs.html">GXInitFifoPtrs</A></TD> 906<TD>Sets the read and write pointers for the FIFO.</TD> 907 </TR> 908 <TR> 909<TD nowrap><A href="GfxFIFO/GXInitFifoLimits.html">GXInitFifoLimits</A></TD> 910<TD>Sets the high and low water marks for the FIFO.</TD> 911 </TR> 912 <TR> 913<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXSetCPUFifo.html">GXSetCPUFifo</A></TD> 914<TD nowrap bgcolor="#ffffff">Attaches the FIFO to the CPU.</TD> 915 </TR> 916 <TR> 917<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetCPUFifo.html">GXGetCPUFifo</A></TD> 918<TD nowrap bgcolor="#ffffff">Gets the current status of the CPU FIFO.</TD> 919 </TR> 920 <TR> 921<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXSetGPFifo.html">GXSetGPFifo</A></TD> 922<TD nowrap bgcolor="#ffffff">Attaches the FIFO to the GP.</TD> 923 </TR> 924 <TR> 925<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetGPFifo.html">GXGetGPFIfo</A></TD> 926<TD nowrap bgcolor="#ffffff">Gets the current status of the GP FIFO.</TD> 927 </TR> 928 <TR> 929<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoBase.html">GXGetFifoBase</A></TD> 930<TD nowrap bgcolor="#ffffff">Reads the FIFO memory base pointer.</TD> 931 </TR> 932 <TR> 933<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoPtrs.html">GXGetFifoPtrs</A></TD> 934<TD nowrap bgcolor="#ffffff">Reads the FIFO read and write pointer values.</TD> 935 </TR> 936 <TR> 937<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoLimits.html">GXGetFifoLimits</A></TD> 938<TD nowrap bgcolor="#ffffff">Reads the FIFO high and low water mark values.</TD> 939 </TR> 940 <TR> 941<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoCount.html">GXGetFifoCount</A></TD> 942<TD nowrap bgcolor="#ffffff">Reads the FIFO counter value.</TD> 943 </TR> 944 <TR> 945<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoSize.html">GXGetFifoSize</A></TD> 946<TD nowrap bgcolor="#ffffff">Reads the FIFO size.</TD> 947 </TR> 948 <TR> 949<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetFifoWrap.html">GXGetFifoWrap</A></TD> 950<TD nowrap bgcolor="#ffffff">Reads the FIFO wrap information.</TD> 951 </TR> 952 <TR> 953<TD nowrap bgcolor="#ffffff"><A href="GfxFIFO/GXGetGPStatus.html">GXGetGPStatus</A></TD> 954<TD nowrap bgcolor="#ffffff">Reads the current state of the GP.</TD> 955 </TR> 956 <TR> 957<TD nowrap><A href="GfxFIFO/GXEnableBreakPt.html">GXEnableBreakPt</A></TD> 958<TD>Sets the break point address for the FIFO attached to the GP.</TD> 959 </TR> 960 <TR> 961<TD nowrap><A href="GfxFIFO/GXDisableBreakPt.html">GXDisableBreakPt</A></TD> 962<TD>Restarts loading of data to the FIFO attached to the GP.</TD> 963 </TR> 964 <TR> 965<TD><A href="GfxFIFO/GXSetBreakPtCallback.html">GXSetBreakPtCallback</A></TD> 966<TD>This function registers <code><strong><em>cb</em></strong></code> as a function to be invoked when a break point is encountered. </TD> 967 </TR> 968 <TR> 969<TD bgcolor="#ffffff"><A href="GfxFIFO/GXGetCurrentGXThread.html">GXGetCurrentGXThread</A></TD> 970<TD bgcolor="#ffffff">Gets the current GX thread.</TD> 971 </TR> 972 <TR> 973<TD bgcolor="#ffffff"><A href="GfxFIFO/GXSetCurrentGXThread.html">GXSetCurrentGXThread</A></TD> 974<TD bgcolor="#ffffff">Gets the current GX thread.</TD> 975 </TR> 976 <TR> 977<TD bgcolor="#ffffff"><A href="GfxFIFO/GXGetOverflowCount.html">GXGetOverflowCount</A></TD> 978<TD bgcolor="#ffffff">This function returns the number of FIFO overflows that have occurred since the last call to GXResetOverflowCount.</TD> 979 </TR> 980 <TR> 981<TD bgcolor="#ffffff"><A href="GfxFIFO/GXResetOverflowCount.html">GXResetOverflowCount</A></TD> 982<TD bgcolor="#ffffff">This function sets the current FIFO overflow count to zero, and returns the last count.</TD> 983 </TR> 984 </TBODY> 985</TABLE> 986<H2><A name="Graphics Pipeline Management">Graphics Pipeline Management</A></H2> 987<H3> <A href="Management/GX_Runtime_Warnings.html">Runtime Warnings for GXSetVerifyLevel</A></H3> 988<TABLE border="1"> 989 <TBODY> 990 <TR> 991<TD nowrap><A href="Management/GXInit.html">GXInit</A></TD> 992<TD>Sets the default state for the graphics processor (GP).</TD> 993 </TR> 994 <TR> 995<TD nowrap bgcolor="#ffffff"><A href="Management/GXAbortFrame.html">GXAbortFrame</A></TD> 996<TD nowrap bgcolor="#ffffff">Aborts the current frame.</TD> 997 </TR> 998 <TR> 999<TD nowrap><A href="Management/GXSetDrawSync.html">GXSetDrawSync</A></TD> 1000<TD>Sends a token into the command stream.</TD> 1001 </TR> 1002 <TR> 1003<TD nowrap><A href="Management/GXReadDrawSync.html">GXReadDrawSync</A></TD> 1004<TD>Reads the token register value written by GXSetDrawSync.</TD> 1005 </TR> 1006 <TR> 1007<TD><A href="Management/GXSetDrawSyncCallback.html">GXSetDrawSyncCallback</A></TD> 1008<TD>This function installs a callback that is invoked whenever a token is encountered by the graphics pipeline. </TD> 1009 </TR> 1010 <TR> 1011<TD nowrap bgcolor="#ffffff"><A href="Management/GXDrawDone.html">GXDrawDone</A></TD> 1012<TD nowrap bgcolor="#ffffff">Synchronous functions</TD> 1013 </TR> 1014 <TR> 1015<TD nowrap bgcolor="#ffffff"><A href="Management/GXSetDrawDone.html">GXSetDrawDone</A></TD> 1016 1017<TD nowrap bgcolor="#ffffff">Synchronous functions</TD> 1018 </TR> 1019 <TR> 1020<TD nowrap bgcolor="#ffffff"><A href="Management/GXWaitDrawDone.html">GXWaitDrawDone</A></TD> 1021<TD nowrap bgcolor="#ffffff">Synchronous functions</TD> 1022 </TR> 1023 <TR> 1024 <TD nowrap bgcolor="#ffffff"> 1025<A href="Management/GXSetDrawDoneCallback.html">GXSetDrawDoneCallback</A></TD> 1026<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> 1027 </TR> 1028 <TR> 1029<TD nowrap><A href="Management/GXFlush.html">GXFlush</A></TD> 1030<TD>Flushes the write gather FIFO in the CPU.</TD> 1031 </TR> 1032 <TR> 1033<TD bgcolor="#ffffff"><A href="Management/GXPixModeSync.html">GXPixModeSync</A></TD> 1034<TD bgcolor="#ffffff">Synchronous functions</TD> 1035 </TR> 1036 <TR> 1037<TD bgcolor="#ffffff"><A href="Management/GXTexModeSync.html">GXTexModeSync</A></TD> 1038<TD bgcolor="#ffffff">Synchronous functions</TD> 1039 </TR> 1040 <TR> 1041<TD><A href="Management/GXSetVerifyLevel.html">GXSetVerifyLevel</A></TD> 1042<TD>This function is used with the debug GX library to control the types of warnings generated at runtime. </TD> 1043 </TR> 1044 <TR> 1045<TD><A href="Management/GXSetVerifyCallback.html">GXSetVerifyCallback</A></TD> 1046<TD>This function installs a callback that is invoked whenever a verify warning is encountered by the GX API (only for debug builds). </TD> 1047 </TR> 1048 <TR> 1049<TD bgcolor="#ffffff"><A href="GfxFIFO/GXRedirectWriteGatherPipe.html">GXRedirectWriteGatherPipe</A></TD> 1050<TD bgcolor="#ffffff">Temporarily sets the new location for the write gather pipe.</TD> 1051 </TR> 1052 <TR> 1053<TD bgcolor="#ffffff"><A href="GfxFIFO/GXRestoreWriteGatherPipe.html">GXRestoreWriteGatherPipe</A></TD> 1054<TD bgcolor="#ffffff">Returns the write gather pipe to its original state.</TD> 1055 </TR> 1056 <TR> 1057<TD bgcolor="#ffffff"><A href="GfxFIFO/GXResetWriteGatherPipe.html">GXResetWriteGatherPipe</A></TD> 1058<TD bgcolor="#ffffff">Resets the write gather pipe.</TD> 1059 </TR> 1060 <TR> 1061<TD><A href="Management/GXSetMisc.html">GXSetMisc</A></TD> 1062<TD>Used to control settings passed to various functions.</TD> 1063 </TR> 1064 </TBODY> 1065</TABLE> 1066<H2><A name="Performance Counters">Performance Metrics</A></H2> 1067<H3> <A href="Performance/VertexPerformance.html">Vertex Performance Calculator</A></H3> 1068<TABLE border="1"> 1069 <TBODY> 1070 <TR> 1071<TD><A href="Performance/GXSetGPMetric.html">GXSetGPMetric</A></TD> 1072<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> 1073 </TR> 1074 <TR> 1075<TD><A href="Performance/GXReadGPMetric.html">GXReadGPMetric</A></TD> 1076<TD>Returns the preset performance metric count.</TD> 1077 </TR> 1078 <TR> 1079<TD><A href="Performance/GXClearGPMetric.html">GXClearGPMetric</A></TD> 1080<TD>Clears the both virtual GP performance counters to zero.</TD> 1081 </TR> 1082 <TR> 1083<TD bgcolor="#ffffff"><A href="Performance/GXSetGPMetric.html">GXSetGP0Metric</A></TD> 1084<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> 1085 </TR> 1086 <TR> 1087<TD bgcolor="#ffffff"><a href="Performance/GXReadGP0Metric.html">GXReadGP0Metric</a></TD> 1088<TD bgcolor="#ffffff">Returns the current value of Performance Counter 0.</TD> 1089 </TR> 1090 <TR> 1091<TD bgcolor="#ffffff"><A href="Performance/GXClearGPMetric.html">GXClearGP0Metric</A></TD> 1092<TD bgcolor="#ffffff">Clears the both virtual GP performance counters to zero.</TD> 1093 </TR> 1094 <TR> 1095<TD><A href="Performance/GXSetGPMetric.html">GXSetGP1Metric</A></TD> 1096<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> 1097 </TR> 1098 <TR> 1099<TD><A href="Performance/GXReadGP1Metric.html">GXReadGP1Metric</A></TD> 1100<TD>Returns the current value of <EM><STRONG><CODE>perf1</CODE></STRONG></EM>, which represents Performance Counter 1.</TD> 1101 </TR> 1102 <TR> 1103<TD><A href="Performance/GXClearGPMetric.html">GXClearGP1Metric</A></TD> 1104<TD>Clears the both virtual GP performance counters to zero.</TD> 1105 </TR> 1106 <TR> 1107<TD bgcolor="#ffffff"><A href="Performance/GXSetVCacheMetric.html">GXSetVCacheMetric</A></TD> 1108<TD bgcolor="#ffffff">Sets what is to be measured so that the vertex cache performance counter can measure it.</TD> 1109 </TR> 1110 <TR> 1111<TD bgcolor="#ffffff"><A href="Performance/GXReadVCacheMetric.html">GXReadVCacheMetric</A></TD> 1112<TD bgcolor="#ffffff">Returns the value of the vertex cache performance counter.</TD> 1113 </TR> 1114 <TR> 1115<TD bgcolor="#ffffff"><A href="Performance/GXClearVCacheMetric.html">GXClearVCacheMetric</A></TD> 1116<TD bgcolor="#ffffff">Clears the vertex cache performance counter by sending a special clear token.</TD> 1117 </TR> 1118 <TR> 1119<TD><A href="Performance/GXReadMemMetric.html">GXReadMemMetric</A></TD> 1120<TD>This function returns the number of memory requests made by each memory master.</TD> 1121 </TR> 1122 <TR> 1123<TD><A href="Performance/GXClearMemMetric.html">GXClearMemMetric</A></TD> 1124<TD>Clears the memory request counter.</TD> 1125 </TR> 1126 <TR> 1127<TD bgcolor="#ffffff"><A href="Performance/GXReadPixMetric.html">GXReadPixMetric</A></TD> 1128<TD bgcolor="#ffffff">Returns the number of clock cycles consumed during copying.</TD> 1129 </TR> 1130 <TR> 1131<TD bgcolor="#ffffff"><A href="Performance/GXClearPixMetric.html">GXClearPixMetric</A></TD> 1132<TD bgcolor="#ffffff">Resets the counter to zero.</TD> 1133 </TR> 1134 </TBODY> 1135</TABLE> 1136<H2><A name="Procedural Models">Procedural Models</A></H2> 1137<TABLE border=""> 1138 <TBODY> 1139 <TR> 1140<TD nowrap><A href="Draw/GXDrawCube.html">GXDrawCube</A></TD> 1141<TD>Draws a cube.</TD> 1142 </TR> 1143 <TR> 1144<TD nowrap><A href="Draw/GXDrawCylinder.html">GXDrawCylinder</A></TD> 1145<TD>Draws a cylinder.</TD> 1146 </TR> 1147 <TR> 1148<TD nowrap><A href="Draw/GXDrawDodeca.html">GXDrawDodeca</A></TD> 1149<TD>Draws a dodecahedron.</TD> 1150 </TR> 1151 <TR> 1152<TD nowrap><A href="Draw/GXDrawIcosahedron.html">GXDrawIcosahedron</A></TD> 1153<TD>Draws an Icosahedron.</TD> 1154 </TR> 1155 <TR> 1156<TD nowrap><A href="Draw/GXDrawOctahedron.html">GXDrawOctahedron</A></TD> 1157<TD>Draws an Octahedron.</TD> 1158 </TR> 1159 <TR> 1160<TD nowrap><A href="Draw/GXDrawSphere.html">GXDrawSphere</A></TD> 1161<TD>Draws a sphere.</TD> 1162 </TR> 1163 <TR> 1164<TD nowrap><A href="Draw/GXDrawSphere1.html">GXDrawSphere1</A></TD> 1165<TD>Draws a sphere by dividing an icosahedron into sections.</TD> 1166 </TR> 1167 <TR> 1168<TD nowrap><A href="Draw/GXDrawTorus.html">GXDrawTorus</A></TD> 1169<TD>Draws a torus.</TD> 1170 </TR> 1171 </TBODY> 1172</TABLE> 1173<H2><A name="Structures">Structures</A></H2> 1174<TABLE border=""> 1175 <TBODY> 1176 <TR> 1177<TD nowrap><A href="Structures/GXColor.html">GXColor</A></TD> 1178<TD>Color structure.</TD> 1179 </TR> 1180 <TR> 1181<TD><A href="Structures/GXColorS10.html">GXColorS10</A></TD> 1182<TD>Signed color structure.</TD> 1183 </TR> 1184 <TR> 1185<TD nowrap><A href="Structures/GXFifoObj.html">GXFifoObj</A></TD> 1186<TD>Structure used when initializing/updating with GXInitFifo.</TD> 1187 </TR> 1188 <TR> 1189<TD nowrap><A href="Structures/GXLightObj.html">GXLightObj</A></TD> 1190<TD>Structure used when initializing/updating with GXInitLight.</TD> 1191 </TR> 1192 <TR> 1193<TD nowrap><A href="Structures/GXRenderModeObj.html">GXRenderModeObj</A></TD> 1194<TD>Structure used to store data defining the render mode.</TD> 1195 </TR> 1196 <TR> 1197<TD nowrap><A href="Structures/GXTexObj.html">GXTexObj</A></TD> 1198<TD>Structure used when initializing/updating with GXInitTex.</TD> 1199 </TR> 1200 <TR> 1201<TD nowrap><A href="Structures/GXTexRegion.html">GXTexRegion</A></TD> 1202<TD>Structure used when initializing/updating with GXInitTexCacheRegion.</TD> 1203 </TR> 1204 <TR> 1205<TD nowrap><A href="Structures/GXTlutObj.html">GXTlutObj</A></TD> 1206<TD>Structure used when initializing/updating with GXInitTlutObj.</TD> 1207 </TR> 1208 <TR> 1209<TD nowrap><A href="Structures/GXTlutRegion.html">GXTlutRegion</A></TD> 1210<TD>Structure used when initializing/updating with GXInitTlutRegion.</TD> 1211 </TR> 1212 <TR> 1213<TD nowrap><A href="Structures/GXVtxAttrFmtList.html">GXVtxAttrFmtList</A></TD> 1214<TD>Structure used to list the attribute formats.</TD> 1215 </TR> 1216 <TR> 1217<TD nowrap><A href="Structures/GXVtxDescList.html">GXVtxDescList</A></TD> 1218<TD>Structure used to describe how attributes are to be accessed.</TD> 1219 </TR> 1220 <TR> 1221<TD nowrap><A href="Structures/GXFogAdjTable.html">GXFogAdjTable</A></TD> 1222<TD>Fog range adjustment parameter table.</TD> 1223 </TR> 1224 </TBODY> 1225</TABLE> 1226<H2><A name="EnumTypes">Enumerated Types</A></H2> 1227<TABLE border=""> 1228 <TBODY> 1229 <TR> 1230<TD nowrap><A href="Enumerated_Types/GXAlphaOp.html">GXAlphaOp</A></TD> 1231<TD>Alpha combine control.</TD> 1232 </TR> 1233 <TR> 1234<TD nowrap><A href="Enumerated_Types/GXAlphaReadMode.html">GXAlphaReadMode</A></TD> 1235<TD>Texture environment (TEV) control.</TD> 1236 </TR> 1237 <TR> 1238<TD nowrap><A href="Enumerated_Types/GXAnisotropy.html">GXAnisotropy</A></TD> 1239<TD>Maximum anisotropic filter control.</TD> 1240 </TR> 1241 <TR> 1242<TD nowrap><A href="Enumerated_Types/GXAttnFn.html">GXAttnFn</A></TD> 1243<TD>Lighting attenuation control.</TD> 1244 </TR> 1245 <TR> 1246<TD nowrap><A href="Enumerated_Types/GXAttr.html">GXAttr</A></TD> 1247<TD>Name of the vertex attribute or array. </TD> 1248 </TR> 1249 <TR> 1250<TD nowrap><A href="Enumerated_Types/GXAttrType.html">GXAttrType</A></TD> 1251<TD>Type of attribute reference.</TD> 1252 </TR> 1253 <TR> 1254<TD nowrap><A href="Enumerated_Types/GXBlendFactor.html">GXBlendFactor</A></TD> 1255<TD>Blending controls.</TD> 1256 </TR> 1257 <TR> 1258<TD nowrap><A href="Enumerated_Types/GXBlendMode.html">GXBlendMode</A></TD> 1259<TD>Blending type.</TD> 1260 </TR> 1261 <TR> 1262<TD nowrap><A href="Enumerated_Types/GXBool.html">GXBool</A></TD> 1263<TD>Boolean type.</TD> 1264 </TR> 1265 <TR> 1266<TD nowrap><A href="Enumerated_Types/GXChannelID.html">GXChannelID</A></TD> 1267<TD>Name of color channel used for lighting.</TD> 1268 </TR> 1269 <TR> 1270<TD nowrap><A href="Enumerated_Types/GXCITexFmt.html">GXCITexFmt</A></TD> 1271<TD>Color index texture format types.</TD> 1272 </TR> 1273 <TR> 1274<TD><A href="Enumerated_Types/GXClipMode.html">GXClipMode</A></TD> 1275<TD>Clip mode.</TD> 1276 </TR> 1277 <TR> 1278<TD nowrap><A href="Enumerated_Types/GXColorSrc.html">GXColorSrc</A></TD> 1279<TD>Source of color input.</TD> 1280 </TR> 1281 <TR> 1282<TD nowrap><A href="Enumerated_Types/GXCompare.html">GXCompare</A></TD> 1283<TD>Compare types.</TD> 1284 </TR> 1285 <TR> 1286<TD nowrap><A href="Enumerated_Types/GXCompCnt.html">GXCompCnt</A></TD> 1287<TD>Number of components in an attribute.</TD> 1288 </TR> 1289 <TR> 1290<TD nowrap><A href="Enumerated_Types/GXCompType.html">GXCompType</A></TD> 1291<TD>Type of components in an attribute.</TD> 1292 </TR> 1293 <TR> 1294<TD><A href="Enumerated_Types/GXCopyMode.html">GXCopyMode</A></TD> 1295<TD>Copy mode from EFB.</TD> 1296 </TR> 1297 <TR> 1298<TD nowrap><A href="Enumerated_Types/GXCullMode.html">GXCullMode</A></TD> 1299<TD>Backface culling modes.</TD> 1300 </TR> 1301 <TR> 1302<TD nowrap><A href="Enumerated_Types/GXDiffuseFn.html">GXDiffuseFn</A></TD> 1303<TD>Diffuse lighting function control.</TD> 1304 </TR> 1305 <TR> 1306<TD nowrap><A href="Enumerated_Types/GXDistAttnFn.html">GXDistAttnFn</A></TD> 1307<TD>Type of brightness decreasing (distance attenuation) function by distance.</TD> 1308 </TR> 1309 <TR> 1310<TD nowrap><A href="Enumerated_Types/GXFBClamp.html">GXFBClamp</A></TD> 1311<TD>Frame buffer clamp modes when copying.</TD> 1312 </TR> 1313 <TR> 1314<TD nowrap><A href="Enumerated_Types/GXFogType.html">GXFogType</A></TD> 1315<TD>Fog equation control.</TD> 1316 </TR> 1317 <TR> 1318<TD nowrap><A href="Enumerated_Types/GXGamma.html">GXGamma</A></TD> 1319<TD>Gamma values.</TD> 1320 </TR> 1321 <TR> 1322<TD><A href="Enumerated_Types/GXIndTexAlphaSel.html">GXIndTexAlphaSel</A></TD> 1323<TD>Indirect texture bump alpha select. </TD> 1324 </TR> 1325 <TR> 1326<TD><A href="Enumerated_Types/GXIndTexBiasSel.html">GXIndTexBiasSel</A></TD> 1327<TD>Indirect texture bias select. </TD> 1328 </TR> 1329 <TR> 1330<TD><A href="Enumerated_Types/GXIndTexFormat.html">GXIndTexFormat</A></TD> 1331<TD>Indirect texture formats. </TD> 1332 </TR> 1333 <TR> 1334<TD><A href="Enumerated_Types/GXIndTexMtxID.html">GXIndTexMtxID</A></TD> 1335<TD>Indirect texture matrix ID. </TD> 1336 </TR> 1337 <TR> 1338<TD><A href="Enumerated_Types/GXIndTexScale.html">GXIndTexScale</A></TD> 1339<TD>Indirect texture scale value. </TD> 1340 </TR> 1341 <TR> 1342<TD><A href="Enumerated_Types/GXIndTexStageID.html">GXIndTexStageID</A></TD> 1343<TD>Indirect texture stage ID. </TD> 1344 </TR> 1345 <TR> 1346<TD><A href="Enumerated_Types/GXIndTexWrap.html">GXIndTexWrap</A></TD> 1347<TD>Indirect texture wrap value. </TD> 1348 </TR> 1349 <TR> 1350<TD nowrap><A href="Enumerated_Types/GXLightID.html">GXLightID</A></TD> 1351<TD>The name of the light.</TD> 1352 </TR> 1353 <TR> 1354<TD nowrap><A href="Enumerated_Types/GXLogicOp.html">GXLogicOp</A></TD> 1355<TD>Logical operation types.</TD> 1356 </TR> 1357 <TR> 1358<TD><A href="Enumerated_Types/GXMiscToken.html">GXMiscToken</A></TD> 1359<TD>Miscellaneous control setting values.</TD> 1360 </TR> 1361 <TR> 1362<TD><A href="Enumerated_Types/GXPerf0.html">GXPerf0</A></TD> 1363<TD>These are the performance counter 0 metrics.</TD> 1364 </TR> 1365 <TR> 1366<TD><A href="Enumerated_Types/GXPerf1.html">GXPerf1</A></TD> 1367<TD>These are the performance counter 1 metrics.</TD> 1368 </TR> 1369 <TR> 1370<TD nowrap><A href="Enumerated_Types/GXPixelFmt.html">GXPixelFmt</A></TD> 1371<TD>Frame buffer pixel formats.</TD> 1372 </TR> 1373 <TR> 1374<TD nowrap><A href="Enumerated_Types/GXPosNrmMtx.html">GXPosNrmMtx</A></TD> 1375<TD>Position-Normal matrix index.</TD> 1376 </TR> 1377 <TR> 1378<TD nowrap><A href="Enumerated_Types/GXPrimitive.html">GXPrimitive</A></TD> 1379<TD>Primitive type</TD> 1380 </TR> 1381 <TR> 1382<TD nowrap><A href="Enumerated_Types/GXProjectionType.html">GXProjectionType</A></TD> 1383<TD>Projection type.</TD> 1384 </TR> 1385 <TR> 1386<TD><A href="Enumerated_Types/GXPTTexMtx.html">GXPTTexMtx</A></TD> 1387<TD>Post-transform texture matrix index.</TD> 1388 </TR> 1389 <TR> 1390<TD nowrap><A href="Enumerated_Types/GXSpotFn.html">GXSpotFn</A></TD> 1391<TD>Function type for the illumination distribution of the spotlight.</TD> 1392 </TR> 1393 <TR> 1394<TD nowrap><A href="Enumerated_Types/GXTevAlphaArg.html">GXTevAlphaArg</A></TD> 1395<TD>Texture environment (TEV) input control.</TD> 1396 </TR> 1397 <TR> 1398<TD nowrap><A href="Enumerated_Types/GXTevBias.html">GXTevBias</A></TD> 1399<TD>Tev bias values.</TD> 1400 </TR> 1401 <TR> 1402<TD nowrap><A href="Enumerated_Types/GXTevColorArg.html">GXTevColorArg</A></TD> 1403<TD>Texture Environment (TEV) input control.</TD> 1404 </TR> 1405 <TR> 1406<TD><A href="Enumerated_Types/GXTevColorChan.html">GXTevColorChan</A></TD> 1407<TD>TEV color channel components.</TD> 1408 </TR> 1409 <TR> 1410<TD><A href="Enumerated_Types/GXTevKAlphaSel.html">GXTevKAlphaSel</A></TD> 1411<TD>TEV constant alpha input selection.</TD> 1412 </TR> 1413 <TR> 1414<TD><A href="Enumerated_Types/GXTevKColorID.html">GXTevKColorID</A></TD> 1415<TD>Texture Environment constant color register name.</TD> 1416 </TR> 1417 <TR> 1418<TD><A href="Enumerated_Types/GXTevKColorSel.html">GXTevKColorSel</A></TD> 1419<TD>TEV constant color input selection.</TD> 1420 </TR> 1421 <TR> 1422<TD nowrap><A href="Enumerated_Types/GXTevMode.html">GXTevMode</A></TD> 1423<TD>Texture Environment (TEV) control.</TD> 1424 </TR> 1425 <TR> 1426<TD nowrap><A href="Enumerated_Types/GXTevOp.html">GXTevOp</A></TD> 1427<TD>Texture environment (TEV) control.</TD> 1428 </TR> 1429 <TR> 1430<TD nowrap><A href="Enumerated_Types/GXTevRegID.html">GXTevRegID</A></TD> 1431<TD>Texture environment (TEV) source/destination register name. </TD> 1432 </TR> 1433 <TR> 1434<TD nowrap><A href="Enumerated_Types/GXTevScale.html">GXTevScale</A></TD> 1435<TD>Texture environment (TEV) control.</TD> 1436 </TR> 1437 <TR> 1438<TD nowrap><A href="Enumerated_Types/GXTevStageID.html">GXTevStageID</A></TD> 1439<TD>Texture Environment (TEV) stage name.</TD> 1440 </TR> 1441 <TR> 1442<TD><A href="Enumerated_Types/GXTevSwapSel.html">GXTevSwapSel</A></TD> 1443<TD>TEV color swap table entries.</TD> 1444 </TR> 1445 <TR> 1446<TD><A href="Enumerated_Types/GXTexCacheSize.html">GXTexCacheSize</A></TD> 1447<TD>Size of texture cache regions.</TD> 1448 </TR> 1449 <TR> 1450<TD nowrap><A href="Enumerated_Types/GXTexCoordID.html">GXTexCoordID</A></TD> 1451<TD>Name of texture coordinate.</TD> 1452 </TR> 1453 <TR> 1454<TD nowrap><A href="Enumerated_Types/GXTexFilter.html">GXTexFilter</A></TD> 1455<TD>Texture filter types.</TD> 1456 </TR> 1457 <TR> 1458<TD nowrap><A href="Enumerated_Types/GXTexFmt.html">GXTexFmt</A></TD> 1459<TD>RGB, RGBA, Intensity, Intensity/Alpha, Compressed, and Z texture format types.</TD> 1460 </TR> 1461 <TR> 1462<TD nowrap><A href="Enumerated_Types/GXTexGenSrc.html">GXTexGenSrc</A></TD> 1463<TD>Texture coordinate source parameter.</TD> 1464 </TR> 1465 <TR> 1466<TD nowrap><A href="Enumerated_Types/GXTexGenType.html">GXTexGenType</A></TD> 1467<TD>Texture coordinate generation method.</TD> 1468 </TR> 1469 <TR> 1470<TD nowrap><A href="Enumerated_Types/GXTexMapID.html">GXTexMapID</A></TD> 1471<TD>Texture map name.</TD> 1472 </TR> 1473 <TR> 1474<TD nowrap><A href="Enumerated_Types/GXTexMtx.html">GXTexMtx</A></TD> 1475<TD>Texture matrix index.</TD> 1476 </TR> 1477 <TR> 1478<TD nowrap><A href="Enumerated_Types/GXTexMtxType.html">GXTexMtxType</A></TD> 1479<TD>Texture matrix type.</TD> 1480 </TR> 1481 <TR> 1482<TD nowrap><A href="Enumerated_Types/GXTexOffset.html">GXTexOffset</A></TD> 1483<TD>Texture offset values.</TD> 1484 </TR> 1485 <TR> 1486<TD nowrap><A href="Enumerated_Types/GXTexWrapMode.html">GXTexWrapMode</A></TD> 1487<TD>Texture coordinate controls</TD> 1488 </TR> 1489 <TR> 1490<TD nowrap><A href="Enumerated_Types/GXTlut.html">GXTlut</A></TD> 1491<TD>Name of Texture Look-Up Table (TLUT) in texture memory. </TD> 1492 </TR> 1493 <TR> 1494<TD><A href="Enumerated_Types/GXTlutFmt.html">GXTlutFmt</A></TD> 1495<TD>Texture LookUp Table (TLUT) formats.</TD> 1496 </TR> 1497 <TR> 1498<TD nowrap><A href="Enumerated_Types/GXTlutSize.html">GXTlutSize</A></TD> 1499<TD>Size of the Texture LookUp Table (TLUT) in texture memory.</TD> 1500 </TR> 1501 <TR> 1502<TD><A href="Enumerated_Types/GXVCachePerf.html">GXVCachePerf</A></TD> 1503<TD>Vertex cache performance counter parameters.</TD> 1504 </TR> 1505 <TR> 1506<TD nowrap><A href="Enumerated_Types/GXVtxFmt.html">GXVtxFmt</A></TD> 1507<TD>Vertex format number.</TD> 1508 </TR> 1509 <TR> 1510<TD><A href="Enumerated_Types/GXWarningLevel.html">GXWarningLevel</A></TD> 1511<TD>Sets the warning level.</TD> 1512 </TR> 1513 <TR> 1514<TD nowrap><A href="Enumerated_Types/GXZFmt16.html">GXZFmt16</A></TD> 1515<TD>Compressed Z formats</TD> 1516 </TR> 1517 <TR> 1518<TD nowrap><A href="Enumerated_Types/GXZTexOp.html">GXZTexOp</A></TD> 1519<TD>Z texture operations.</TD> 1520 </TR> 1521 </TBODY> 1522</TABLE> 1523<H2><A name="Color Format">Color Format</A></H2> 1524<TABLE border=""> 1525 <TBODY> 1526 <TR> 1527<TD nowrap><A href="ColorFormat/GXPackedRGB565.html">GXPackedRGB565</A></TD> 1528<TD>Packs RGB color components into RGB565 16-bit format.</TD> 1529 </TR> 1530 <TR> 1531<TD nowrap><A href="ColorFormat/GXPackedRGB5A3.html">GXPackedRGB5A3</A></TD> 1532<TD>Pack RGBA color components into RGBA5551/4443 16-bit format.</TD> 1533 </TR> 1534 <TR> 1535<TD nowrap><A href="ColorFormat/GXPackedRGBA4.html">GXPackedRGBA4</A></TD> 1536<TD>Pack RGBA color components into RGBA4444 16-bit format.</TD> 1537 </TR> 1538 </TBODY> 1539</TABLE> 1540<hr> 1541<P>CONFIDENTIAL</p> 1542</BODY> 1543<HEAD> 1544<META http-equiv="Content-Type" content="text/html; charset=Shift_JIS"> 1545<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 1546<META http-equiv="Content-Style-Type" content="text/css"> 1547<BASE target="main"> 1548<TITLE>Graphics API Function List</TITLE> 1549</HEAD> 1550</HTML>