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gSPBranchLessZrg

Format
gSPBranchLessZ(Gfx *gdl,
   Gfx *branchdl,
   unsigned int vtx, 
   float zval, float near,
   float far, int flag,
   int zmin, int zmax);

gsSPBranchLessZ(Gfx *branchdl,
   unsigned int vtx,
   float zval, float near,
   float far, int flag,
   int zmin, int zmax);
Arguments
  • gdl is the pointer to the graphics display list
  • branchdlis the pointer to the display list to branch to
  • zval is the Z value
  • near is the location of the near plane (a value specified by using either guPerspective or guOrtho)
  • far is the location of the far plane (a value specified by using either guPerspective or guOrtho)
  • flag specifies G_BZ_PERSP for perspective projection or G_BZ_ORTHO for orthogonal projection
  • zmin is the minimum value of depth (vp.vtrans[2] - vp.vscale[2])
  • zmax is the maximum value of depth (vp.vtrans[2] + vp.vscale[2])
What This Macro Does
The range of screen depth is usually set in the application with a value between 0 or more and G_MAXZ or less. When the range has been changed, please use gSPBranchLessZrg instead of gSPBranchLessZ. The zmin and zmax as well as the parameters of gSPBranchLessZ must be given to gSPBranchLessZrg.

This GBI is supported in all F3DEX micro codes.


Nintendo® Confidential

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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