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Nintendo® Confidential

## gSPLookAtX

Syntax

    #include "gbi.h"

    typedef union {
    Light    l[2];
    } LookAt;

    gSPLookAt(Gfx *gdl, LookAt *l)
    gsSPLookAt(LookAt *l)

Arguments

- gdl is the pointer to the graphics display list

- l is the pointer to the LookAt structure

Explanation
The gSPLookAt macro loads a LookAt structure into the light buffer of the RSP. This structure is required for specular highlighting or reflection mapping. Note that the gSPLookAtX and gSPLookAtY macros are not exposed to the application developer. Their use is embedded in the gSPLookAt macro.
The LookAt structure can be set up with the utility macros guLookAtHilite and guLookAtReflect, or it can be set up directly with the gdSPDefLookAt macro. The LookAt structure contains colors (default value place holders) as well as x and y screen space coordinate directions.
See Also
guLookAtHilite
guLookAtReflect
gdSPDefLookAt

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