1. LightList Area
The LightList area is where light-related scene data is stored. Up to eight Light nodes can be defined in one scene. In addition, one Ambient Light and seven Diffuse Lights (or Positional Lights) can be stored in one Light node.
The LightList area is mapped as follows.
LightListHeader | u32 | light_list_tag |
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u32 | light_list_header_size | |
u32 | light_list_size | |
u32 | light_num | |
u32 | nintendo_extension_block_size | |
u32 | user_extension_block_size | |
u32 | light_num_byte(0) | |
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u32 | light_num_byte(light_num - 1) | |
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Figure: LightList Area Memory Map
u32 light_list_tag |
Tag indicating LightList. Set the following.
TAG_LIGHT_LIST 0x000f0000 |
u32 light_list_header_size | Size of LightListHeader |
u32 light_list_size | Size of LightList |
u32 light_num | Number of Light in LightList |
u32 nintendo_extension_block_size | Nintendo extension block size |
u32 user_extensino_block_size | User extension block size |
u32 light_num_byte | Number of bytes corresponding to Light |
Light | Actual Light data. One Ambient Light and up to 8 Diffuse Lights (or Positional Lights) can be stored in one Light area. |
NintendoExtensionBlock | Nintendo extension block |
UserExtensionBlock | User extension block |