Modules |
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PlayStation 2 | |
Defines |
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#define | RpMipmapKLPluginAttach() (TRUE) |
Functions |
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RwReal | RpMipmapKLTextureSetDefaultK (RwReal val) |
RwUInt32 | RpMipmapKLTextureSetDefaultL (RwUInt32 val) |
RwReal | RpMipmapKLTextureGetDefaultK (void) |
RwUInt32 | RpMipmapKLTextureGetDefaultL (void) |
RwTexture * | RpMipmapKLTextureSetK (RwTexture *tex, RwReal val) |
RwTexture * | RpMipmapKLTextureSetL (RwTexture *tex, RwUInt32 val) |
RwReal | RpMipmapKLTextureGetK (RwTexture *tex) |
RwUInt32 | RpMipmapKLTextureGetL (RwTexture *tex) |
The "K" and "L" values control the way mipmap levels are selected by the GS. Except in the unusual situation where all textures have been sized to get an even texture density across the scene, it is better to set each texture's "K" and "L" values directly using RpMipmapKLTextureSetK and RpMipmapKLTextureSetL.
The toolkit RtMipmapK is provided to help calculate suitable "K" values.
The following functions are provided to access the default "K" and "L" values:
In order to alter the "K" and "L" values on the SKY and NULLSKY libs, call:
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RpMipmapKLPluginAttach is used to attach the MipmapKL plugin to the RenderWare system to enable PlayStation 2 Mipmap "K" & "L" to be stored with textures. The plugin must be attached between initializing the system with RwEngineInit and opening it with RwEngineOpen.
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RpMipmapKLTextureGetDefaultK is used to get the current default "K" value used at texture creation.
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RpMipmapKLTextureGetDefaultL is used to get the current default "K" value used at texture creation.
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RpMipmapKLTextureGetK is used to get the "K" value that will be used when a particular texture is drawn.
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RpMipmapKLTextureGetL is used to get the "L" value that will be used when a particular texture is drawn.
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RpMipmapKLTextureSetDefaultK is used to set the default "K" value that will be used when textures are created. It will almost always be better to set this, per texture, using RpMipmapKLTextureSetK.
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RpMipmapKLTextureSetDefaultL is used to set the default "L" value that will be used when textures are created. It will almost always be better to set this, per texture, using RpMipmapKLTextureSetL.
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RpMipmapKLTextureSetK is used to set the "K" value that will be used when a particular texture is drawn.
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RpMipmapKLTextureSetL is used to set the "L" value that will be used when a particular texture is drawn.
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