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gSPZMtxTrnsp3x3

Format
gSPZMtxTrnsp3x3(Gfx *gp, u32 mid)
Arguments
  • gp is the pointer to the graphics display list
  • mid is the matrix area to be transposed
What This Macro Does
This Z-Sort microcode GBI macro transposes the 3x3 element of the matrix (x, y, z). When the matrix is rotating, the transposed result is the reverse rotation of the source matrix. This transposed matrix is used mainly for light processing.
 |00  01  02  03|   |00  10  20  30|
 |10  11  12  13|   |01  11  21  13|
 |20  21  22  23|   |02  12  22  23|
 |30  31  32  33|   |30  31  32  33|
Specify GZM_MMTX, GZM_PMTX, or GZM_MPMTX for the mid argument, or specify GZM_USER0 and GZM_USER1 if you want to use the 128 bytes at the start of the user area. This allows address 0-63 at the start of the user area along with address 64-127 to be used for the matrix area.

For detailed information on Z-Sort microcode's GBI macros and data structures, please see the "Z-Sort Microcode" area of the N64 Programming Manual.

See Also
Z-Sort Microcode
gSPZRdpCmd
gSPZSetUMem
gSPZGetUMem
gSPZSetMtx
gSPZGetMtx
gSPZMtxCat
gSPZMtxTrnsp3x3
gSPZViewPort
gSPZMultMPMtx
gSPZSetAmbient
gSPZSetDefuse
gSPZSetLookAt
gSPZXfmLights
gSPZLight
gSPZLightMaterial
gSPZMixS16
gSPZMixS8
gSPZMixU8
gSPZSegment
gSPZSetSubDL
gSPZLinkSubDL
gSPZSendMessage
gSPZWaitSignal
gSPZSegment
gSPZPerspNormalize



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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