al - Audio Library Functions gDP - DP GBI Macros gdSP - General GBI Macros gSP - SP GBI Macros gt - Turbo Microcode RDP gu - Graphics Utilities Math - Math Functions nuSys - NuSystem os - N64 Operating System sp - Sprite Library Functions uh - Host to Target IO 64DD - N64 Disk Drive
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guLookAtHiliteFFormat#include "gu.h" void guLookAtHiliteF(float m[4][4], LookAt *l, Hilite *h, float xEye, float yEye, float zEye, float xAt, float yAt, float zAt, float xUp, float yUp, float zUp, float xl1, float yl1, float zl1, float xl2, float yl2, float zl2, int twidth, int theight)Arguments
It returns a floating-point 4x4 viewing matrix (m). It sets up the LookAt structure with x and y screen space coordinate directions. It sets up the Hilite structure with computed offsets into the texture(s) that are used to render up to two specular highlights. Use the gDPSetHiliteTile macro to tell the RCP how to render specular highlights (with the info in the Hilite struct h), and use the gSPLookAt macro to tell the RCP how to compute texture coordinates for reflection mapping or specular hilite rendering (with the info in the LookAt struct l). See Also guLookAtHilite gSPMatrix guLookAt guLookAtReflect gSPLookAt gDPSetHiliteTile gluLookAt(3G)
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