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spSetAttribute

Format
#include <sp.h>
void spSetAttribute(Sprite *sp, u32 attributes)


Arguments
  • *sp is the pointer to the sprite
  • attributes is the bit-wise OR of the sprite attributes to be set
What This Function Does
It sets the sprite's current attributes that control how the sprite is to be drawn. The possible attributes are:
  • SP_TRANSPARENT - Use Alpha to blend the sprite with the frame buffer.
  • SP_CUTOUT - Use AlphaCompare to ensure that pixels are not drawn with an alpha less than blendcolor.alpha (automatically set to 1). This can also be used in COPYMODE to disable writing 16-bit RGBA texels with the alpha bit off.
  • SP_HIDDEN - Don't draw this sprite.
  • SP_Z - Use Z-Buffering to determine sprite visibility.
  • SP_SCALE - Use sprite scaling factors.
  • SP_FASTCOPY - Use COPY mode to draw the sprite into the frame buffer. This runs the fastest, but it does not allow resizing or high quality transparency.
  • SP_TEXSHIFT - Shift texture exactly 1/2 texel in both s and t before drawing it. This creates a better anti-aliased edge along transparent texture boundaries when in CUTOUT mode.
  • SP_FRACPOS - Use the frac_s and frac_t fields of the sprite structure to fine-position the texture into the drawn pixels. This allows the texture to be moved as little as 1/32 of a texel.
  • SP_TEXSHUF - Indicates that the Tile textures have their odd lines pre-shuffled to work around a LoadTextureBlock problem. See the Texture documentation for a description of this problem.
  • SP_EXTERN - Force sprite drawing to use existing drawing modes instead of explicitly setting them. The application must be sure to get all of the details exactly correct. The next drawn sprite will assume nothing about the current drawing modes.
See Also
spDraw
spClearAttribute



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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