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
|
|
guLookAtReflect
Syntax
#include "gu.h"
void guLookAtReflect(Mtx *m, LookAt *l,
float xEye, float yEye, float zEye,
float xAt, float yAt, float zAt,
float xUp, float yUp, float zUp)
Arguments
- m is the resulting 4x4 viewing matrix
- l is the pointer to resulting LookAt structure for colors and lookat directions
- xEye, yEye, zEye specify the eye position
- xAt, yAt, zAt specify the center of interest in the direction we are looking
- xUp, yUp, zUp specify the up direction vector
Explanation
It returns a fixed-point 4x4 viewing matrix (m), and it sets up the LookAt structure with x and y screen space coordinate
directions. Use the gSPLookAt macro to tell the RCP how to compute texture coordinates for reflection mapping (with the info in the LookAt struct l).
For a detailed description of the fixed-point matrix format, see gSPMatrix.
See Also
guLookAtReflectF
gSPMatrix
guLookAt
guLookAtHilite
gSPLookAt
gluLookAt(3G)
|
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 April, 1999
|
|