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gSPZSetAmbient
gSPZSetDefuse

Format
gSPZSetAmbient(Gfx *gp, u32 umem,
   Ambient *ambient);
gSPZSetDefuse(Gfx *gp, u32 umem,
   u32 lid, Light *defuse);
Arguments
  • gp is the pointer to the graphics display list
  • umem is the beginning address for the light data protection area
  • ambient is the pointer to the ambient light structure
  • lid is the defuse light number (0, 1, and so on)
  • defuse is the pointer to the defuse light structure
What This Macro Does
These Z-Sort microcode GBI macros write ambient light (environment light) data or defuse light (planar diffused light) data to the user area. The light data area is protected in advance in the user area. Its size depends on the number of defuse lights and whether the environment is mapped. It is calculated as follows.
(Light data area size) =
  8 + 24 * (number of Defuse lights) +
  ((environment mapping)? 48 : 0));
For detailed information on these macros, 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