Graphics Utility Functions in Alphabetical Order Nintendo® Confidential

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guAlign | Aligns the modeling matrix vector to the negative z-axis
guAlignF | Aligns the modeling matrix vector to the negative z-axis
guDPLoadTextureTile | Should not be used with hardware version 2.0 or later. Old function that does what the gDPLoadTextureTile macro now does.
guDumpGbiDL | RSP task dump for execution with an RSP simulator.
guFrustum | Calculates the perspective projection matrix.
guFrustumF | Calculates the perspective projection matrix.
guGetDPLoadTextureTileSz | Should not be used with hardware for Version 2.0 or later. Old function that indicates how many words will be added to the display list by the guDPLoadTextureTile function
guLoadTextureBlockMipMap | Computes a mipmap pyramid from a source texture array and returns a display list for loading and rendering the mipmapped texture
guLookAt | Calculate the 'lookat' viewing matrix
guLookAtF | Computes and returns a floating-point 4x4 'lookat' viewing matrix
guLookAtHilite | Sets up the LookAt structure for calculation of the LookAt viewing matrix and specular highlighting.
guLookAtHiliteF | Sets up the LookAt structure for calculation of the LookAt viewing matrix and specular highlighting.
guLookAtReflect | Sets up the LookAt structure for calculation of the LookAt viewing matrix and reflection mapping.
guLookAtReflectF | Sets up the LookAt structure for calculation of the LookAt viewing matrix and reflection mapping.
guLookAtStereo | Calculates the 'lookat' view matrix for stereographics display.
guLookAtStereoF | Calculates the 'lookat' view matrix for stereographics display.
guMtxCatF | Concatenates two 4x4 floating-point matrices
guMtxCatL | Concatenates two 4x4 fixed-point matrices
guMtxF2L | Converts a 4x4 floating-point matrix to a fixed-point matrix
guMtxIdent | Returns a fixed-point 4x4 identity matrix
guMtxIdentF | Returns a floating-point 4x4 identity matrix
guMtxL2F | Converts a 4x4 fixed-point matrix to a floating-point matrix
guMtxXFMF | Transforms a single point by a 4x4 floating-point matrix
guMtxXFML | Transforms a single point by a 4x4 fixed-point matrix
guNormalize | Normalizes a 3D vector
guOrtho | Computes and returns an orthographic 4x4 fixed-point projection matrix for an orthographic parallel viewing volume
guOrthoF | Computes and returns an orthographic 4x4 floating-point projection matrix for an orthographic parallel viewing volume
guParseGbiDL | Prints a GBI display list in human readable format
guParseRdpDL | Prints low-level display lists in human readable format
guPerspective | Calculates the perspective projection matrix.
guPerspectiveF | Calculates the perspective projection matrix.
guPosition | Computes and returns a 4x4 fixed-point modeling matrix that locates an object at a specified position with a specified orientation
guPositionF | Computes and returns a 4x4 floating-point modeling matrix that locates an object at a specified position with a specified orientation
guPosLight | Simulates a positional light source by calculating a light structure for a single positional light without calculating specular hilite related values
guPosLightHilite | Simulates a positional light source by calculating a light structure for two positional lights and their hilite and lookat value for rendering specular highlights
guRandom | Generates a 32-bit integral random number.
guRotate | Performs modeling matrix rotation operations.
guRotateF | Performs modeling matrix rotation operations.
guRotateRPY | Performs modeling matrix rotation operations.
guRotateRPYF | Performs modeling matrix rotation operations.
guS2DEmuGBgRect1Cyc | Emulates the operation of the S2DEX microcode macro gSPBgRect1Cyc with a CPU, by combining other GBIs.
guS2DEmuSetScissor | Sets the dithering parameters and texture filter referenced by the guS2DEmuBgRect1Cyc function.
guS2DInitBg | Initializes the S2DEX microcode's uObjBg structure (uObjBg_t)
guScale | Computes and returns a fixed-point, scaling modeling, 4x4 matrix
guScaleF | Computes and returns a floating-point, scaling modeling, 4x4 matrix
guSprite2DInit | Uses passed arguments to initialize the Sprite structure used by the Sprite microcode.
guTranslate | Computes and returns a translation modeling fixed-point 4x4 matrix
guTranslateF | Computes and returns a translation modeling floating-point 4x4 matrix
RAND | Generates a 32-bit random integer (a macro that calls guRandom)

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Nintendo of America Inc.
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Last updated March 1998