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al - Audio Library Functions
gDP - DP GBI Macros
gdSP - General GBI Macros
gSP - SP GBI Macros
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gu - Graphics Utilities
Math - Math Functions
nuSys - NuSystem
os - N64 Operating System
sp - Sprite Library Functions
uh - Host to Target IO
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gdSPDefLookAt
Format
#include "gbi.h"
typedef union {
Light l[2];
} LookAt;
LookAt gdSPDefLookAt(signed char rightx,
signed char righty,
signed char rightz,
signed char upx,
signed char upy,
signed char upz)
Arguments
- rightx, righty, rightz are the x, y, z components in viewing space of x direction in screen space
- upx, upy, upz are the x, y, z components in viewing space of y direction in screen space
What This Macro Does
It loads the x and y screen space coordinate directions into a LookAt structure. The x and y direction unit vectors,
where components are expressed in the viewing space, must be converted to
a signed 8-bit fixed-point representation. Each component c must undergo the conversion:
((int) MIN(((c) * (128.0)),127.0) 0xff)
The LookAt structure serves as input for the gSPLookAt macro, used
in the set up process for specular highlights or reflection mapping.
See Also
gSPLookAt
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998
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