N64® Functions Menu

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

Nintendo® Confidential





gSPSetLights

Syntax
#include <ultra64.h> /* gbi.h */
gSPSetLightsM(Gfx *gdl, LightsM lites)
gsSPSetLightsM(LightsM lites)

Note: For M, enter the number of diffuse lights (an integer from 0 to 7).

gdl
Display list pointer.
lites
The LightsM structure to be loaded in the RSP.

Explanation

This macro loads the LightsM structure for ambient light and diffuse lights into the light buffer. The M (an integer 0~7) at the end of the macro name indicates the number of diffuse lights to be set. Load these using one of the eight macros SPSetLights0, gSPSetLights1, gSPSetLights2, ..., gSPSetLights7. For example, to use three diffuse lights, the macro becomes gSPSetLights3 and the corresponding structure becomes Lights3.

Once the lights have been set, that setting is retained until the next time this macro is used. When a new LightsM structure is loaded using this macro, the old LightsM structure is overwritten.

In the LightsM structure, "a" is the ambient light structure and "l[M]" is an array of M diffuse light structures. The LightsM structure is set by defining the light parameters with gdSPDefLights. Material color and light color are mixed for each LightsM structure.

For details, please see Section 11.7.3, "Lighting with Ambient Light and Diffuse Light" in the N64 Online Programming Manual.

Note

To change the color of several (or all) of the lights after the lights have been used one or more times, it is more efficient to use gSPLight than to use this macro.

Comment

The LightsM structure is shown below:

typedef struct {
        unsigned char	col[3];	/* Diffuse light value (RGBA) */
        char		pad1;
        unsigned char	colc[3];/* Copy of diffuse light value (RGBA) */
        char		pad2;
        signed char	dir[3];	/* Direction toward light source (normalized) */
        char		pad3;	/* Important: the size of "dir" must not exceed 127  */
} Light_t;
typedef struct {
        unsigned char	col[3];	/* Ambient light value (RGBA) */
        char		pad1;
        unsigned char	colc[3];/* Copy of ambient light value (RGBA) */
        char		pad2;
} Ambient_t;
typedef union {
        Light_t		l;
        long long int	force_structure_alignment[2];
} Light;
typedef union {
        Ambient_t	l;
        long long int	force_structure_alignment[1];
} Ambient;
typedef struct {
        Ambient		a;	/* Ambient light */
        Light		l[M];	/* Diffuse lights */
} LightsM;
* For M, enter the number of diffuse lights (integer from 0 to 7).


Please refer to Section 11.7.3.6, "Note on Material Properties" in the N64 Online Programming Manual.

See also

gdSPDefLights
gSPLight
gSPLightColor

Revision History

02/01/1999 Completely Rewritten.




Nintendo® Confidential

Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.


Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1999