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gDPSetCombineMode

Format
#include "gbi.h"

gDPSetCombineMode(Gfx *gdl,
   int mode1, int mode2)
gsDPSetCombineMode(int mode1,
   int mode2)
Arguments
  • gdl is the pointer to the graphics display list
  • mode1, mode2 specify the common color combiner (CC) modes selection. In a one-cycle configuration, mode1 and mode2 should be set to the same mode. In a two-cycle configuration, mode1 specifies how to combine in cycle1 and Mode2 specifies how to combine in cycle2
What This Macro Does
It sets commonly used color combine (CC) modes. For example, a typical color combine operation is to modulate texture color with shade color.

The following is a list of available modes for one-cycle configuration. Both the mode1 and mode2 parameters should be set to the same value when in one-cycle mode.
  • G_CC_PRIMITIVE - Use the CC primitive color as output.
  • G_CC_SHADE - Use the pipeline shading color as output.
  • G_CC_MODULATEI - Use the intensity texture modulate shade color for RGB. Shade
  • alpha is not modulated.
  • G_CC_MODULATEIA - Use the intensity texture modulate shade color for RGBA.
  • G_CC_MODULATEIDECALA - Use the intensity texture modulate shade color for RGB. Texture alpha is the output alpha.
  • G_CC_MODULATERGB - Use the RGB texture modulate shade color for RGB. Shade alpha is not modulated.
  • G_CC_MODULATERGBA - Use the RGB texture modulate shade color for RGBA.
  • G_CC_MODULATERGBDECALA - Use the RGB texture modulate shade color for RGB. Texture alpha is the output alpha.
  • G_CC_MODULATEI_PRIM - Use the intensity texture modulate primitive color for RGB. Primitive alpha is not modulated.
  • G_CC_MODULATEIA_PRIM - Use the intensity texture modulate primitive color for RGBA.
  • G_CC_MODULATEIDECALA_PRIM - Use the intensity texture modulate primitive color for RGB. Texture alpha is the output alpha.
  • G_CC_MODULATERGB_PRIM - Use the RGB texture modulate primitive color for RGB. Primitive alpha is not modulated.
  • G_CC_MODULATERGBA_PRIM - Use the RGB texture modulate primitive color for RGBA.
  • G_CC_MODULATERGBDECALA_PRIM - Use the RGB texture modulate primitive color for RGB. Texture alpha is the output alpha.
  • G_CC_DECALRGB - Use texture RGB as the output RGB. Shade alpha is the output alpha.
  • G_CC_DECALRGBA - Use texture RGBA as the output RGBA.
  • G_CC_BLENDI - Use the intensity texture to determine modulation between environment and shade RGB. Shade alpha is the output alpha.
  • G_CC_BLENDIA - Use the intensity texture to determine modulation between environment and shade RGBA.
  • G_CC_BLENDIDECALA - Use the intensity texture determines modulation between environment and shade RGB. Texture alpha is the output alpha.
  • G_CC_BLENDRGBA - Use the texture alpha to determine modulation between texture and shade RGB. Shade alpha is the output alpha.
  • G_CC_BLENDRGBDECALA - Use the texture alpha to determine modulation between texture and shade RGB. Texture alpha is the output alpha.
  • G_CC_HILITERGB - Use the texture to determine modulation between primitive and shade RGB. Shade alpha is the output alpha.
  • G_CC_HILITERGBA Use the texture to determine modulation between primitive and shade RGBA.
The following is a list of possible cycle-one modes of a two cycle configuration:
  • G_CC_TRILERP - Texels from the two bilerp tiles are combined using LOD fraction.
  • G_CC_INTERFERENCE - Texels from the two bilerp tiles are combined together. If there are different frequency bands in the two texture tiles, sliding s and t coordinates can give interesting interference patterns.
  • G_CC_BLENDPE - This mode is intended to be used with an intensity (I) texture. It uses the intensity to interpolate between the environment color (gDPSetEnvColor) and primitive color (gDPSetPrimColor).
  • G_CC_BLENDPEDECALA - This mode is like G_CC_BLENDPE, except it uses the texture only as the alpha source.
The following is a list of possible cycle-two modes of a two-cycle configuration. Most are the same as their mode1 counterparts. However, because these are for mode2, rather than using RDP pipeline shade RGBA, the resultant combined RGBA from mode1 is used.
  • G_CC_PASS2 - Pass the RGBA result of the first cycle computation to the output.
  • G_CC_MODULATEI2
  • G_CC_MODULATEIA2
  • G_CC_MODULATERGB2
  • G_CC_MODULATERGBA2
  • G_CC_MODULATEI_PRIM2
  • G_CC_MODULATEIA_PRIM2
  • G_CC_MODULATERGB_PRIM2
  • G_CC_MODULATERGBA_PRIM2
  • G_CC_DECALRGB2
  • G_CC_BLENDI2
  • G_CC_BLENDIA2
  • G_CC_HILITERGB2
  • G_CC_HILITERGBA2
See Also
gDPSetCycleType
gDPSetTextureLOD
gDPSetPrimColor
gDPSetEnvColor



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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998