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gtStateSetOthermode
Syntax
#include "gt.h"
void gtStateSetOthermode(Gfx *om, gtStateOthermode_t mode, int data);
Arguments
- om is the pointer to the othermode word. Usually a field from gtGlobState or gtState structures.
- mode specifies which of the following othermodes to modify. Note that some of these modes are incompatible with the turbo microcode features.
- GT_CLEAR to clear all fields
- GT_ALPHACOMPARE for conditional color write on alpha compare
- GT_ZSRCSEL to choose primitive Z or pixel Z
- GT_RENDERMODE to set the rendermode
- GT_ALPHADITHER to select the alpha dither type
- GT_RGBDITHER to select the color dither type
- GT_COMBKEY to enable combine keying
- GT_TEXTCONV to do texture conversion
- GT_TEXTFILT to set the texture filter
- GT_TEXTLUT to set the texture look-up table
- GT_TEXTLOD to enable texture level of detail
- GT_TEXTDETAIL to enable texture detail
- GT_TEXTPERSP to enable texture perspective
- GT_CYCLETYPE to choose the cycle type
- GT_PIPELINE to set the pipeline mode
- data is the new data to set the appropriate othermode bits. These macros are the same data macros defined in gbi.h
Explanation
It composes an RDP 'othermode' command. This library function is used to assemble RDP 'othermode' commands for turbo microcode applications.
The gspFast3D microcode presents a more user-friendly set-and-clear interface that hides the details of the RDP othermode command
from the user. This interface is not available with the gspTurbo3D
microcode, so this function is necessary to construct that RDP command.
Example
The render mode would usually be set with a macro from gbi.h by using code similar to this:
gDPSetRenderMode(gptr++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
To construct a similar command for the turbo object state, use this code:
gtStateSetOthermode((state.sp.rdpOthermode), (G_RM_OPA_SURF | G_RM_OPA_SURF2));
See Also
gspTurbo3D
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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 1998
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