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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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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>.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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>&#x3000;<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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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>.&nbsp;&nbsp;</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>.&nbsp;&nbsp;</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>.&nbsp;&nbsp;</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.&nbsp;&nbsp;</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 &quot;k(c)onstant&quot; color registers in the Texture Environment (TEV) unit.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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.&nbsp;</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).&nbsp;</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.&nbsp;</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.&nbsp;</TD>
1324    </TR>
1325    <TR>
1326<TD><A href="Enumerated_Types/GXIndTexBiasSel.html">GXIndTexBiasSel</A></TD>
1327<TD>Indirect texture bias select.&nbsp;</TD>
1328    </TR>
1329    <TR>
1330<TD><A href="Enumerated_Types/GXIndTexFormat.html">GXIndTexFormat</A></TD>
1331<TD>Indirect texture formats.&nbsp;</TD>
1332    </TR>
1333    <TR>
1334<TD><A href="Enumerated_Types/GXIndTexMtxID.html">GXIndTexMtxID</A></TD>
1335<TD>Indirect texture matrix ID.&nbsp;</TD>
1336    </TR>
1337    <TR>
1338<TD><A href="Enumerated_Types/GXIndTexScale.html">GXIndTexScale</A></TD>
1339<TD>Indirect texture scale value.&nbsp;</TD>
1340    </TR>
1341    <TR>
1342<TD><A href="Enumerated_Types/GXIndTexStageID.html">GXIndTexStageID</A></TD>
1343<TD>Indirect texture stage ID.&nbsp;</TD>
1344    </TR>
1345    <TR>
1346<TD><A href="Enumerated_Types/GXIndTexWrap.html">GXIndTexWrap</A></TD>
1347<TD>Indirect texture wrap value.&nbsp;</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.&nbsp;</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.&nbsp;</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>
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