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Programming Manual |
1. Overview
2. Troubleshooting
3. Hardware Architecture
4. Software Architecture
5. Game Production Process
6. N64 OS Overview
7. OS Functionality
8. Input/Output Functionality
9. Basic Memory
Management
10. Advanced Memory
Management
11. RSP Graphics
Programming
11.1 RSP Overview
11.2 Display List
Processing
11.3 Matrix State
11.4 Vertex State
11.5 Texture State
11.6 Clipping and Culling
11.7 Vertex Lighting
State
11.7.1 RSP Microcode
11.7.2 Normal Vector
Normalization
11.7.3 Ambient and
Directional Lighting
11.7.3.1 Matrix
Manipulation
11.7.3.2 Light Structure
Definition
11.7.3.3 Note on Light
Direction
11.7.3.4 Lighting State
Set Up
11.7.3.5 Object
Rendering
11.7.3.6 Note on
Material Properties
11.7.4 Specular Highlights
11.7.4.1 Specular
Highlight Structure
Definition
11.7.4.2 Texture
Loading
11.7.4.3 Texture
Coordinate
Transformations
11.7.4.4 Highlight
Position Description
11.7.4.5 Lighting State
Set Up
11.7.4.6 Object
Rendering
11.7.5 Reflection Mapping
11.7.5.1 Structure
Definition
11.7.5.2 Texture
Loading
11.7.5.3 Texture
Coordinate
Transformations
11.7.5.4 Compatibility
with Specular
Highlighting
11.7.5.5 Environment
Mapping
11.8 Vertex Fog State
11.9 Primitives
11.10 Controlling the
RDP State
12. RDP Programming
13. Texture Mapping
14. Texture Rectangles
(Hardware Sprites)
15. Antialiasing / Blending
16. N64 Sprite Library
17. Audio Library
18. Audio Tools
19. Audio File Formats
20. Using the Audio Tools
21. Audio Memory Usage
22. Scheduling Audio and
Graphics
23. GameShop Debugger
24. Performance Tuning
Guide
25. Microcode
26. SI Devices
27. EPI Functions and
Extension Devices
28. n audio Library
Sample Program
Descriptions