RetroArch
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Texture map slots to hold textures in. More...
Macros | |
#define | GX_TEXMAP0 0 |
#define | GX_TEXMAP1 1 |
#define | GX_TEXMAP2 2 |
#define | GX_TEXMAP3 3 |
#define | GX_TEXMAP4 4 |
#define | GX_TEXMAP5 5 |
#define | GX_TEXMAP6 6 |
#define | GX_TEXMAP7 7 |
#define | GX_MAX_TEXMAP 8 |
#define | GX_TEXMAP_NULL 0xff |
#define | GX_TEXMAP_DISABLE 0x100 |
Texture map slots to hold textures in.
The GameCube's Graphics Processor (GP) can apply up to eight textures to a single surface. Those textures are assigned one of these slots. Various operations used on or with a particular texture will also take one of these items, including operations regarding texture coordinate generation (although not necessarily on the same slot).
#define GX_MAX_TEXMAP 8 |
#define GX_TEXMAP0 0 |
Texture map slot 0
#define GX_TEXMAP1 1 |
Texture map slot 1
#define GX_TEXMAP2 2 |
Texture map slot 2
#define GX_TEXMAP3 3 |
Texture map slot 3
#define GX_TEXMAP4 4 |
Texture map slot 4
#define GX_TEXMAP5 5 |
Texture map slot 5
#define GX_TEXMAP6 6 |
Texture map slot 6
#define GX_TEXMAP7 7 |
Texture map slot 7
#define GX_TEXMAP_DISABLE 0x100 |
Disable texmap lookup for this texmap slot (use bitwise OR with a texture map slot).
#define GX_TEXMAP_NULL 0xff |
No texmap