Functions |
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RwReal | RpSkyTextureSetDefaultMipmapK (RwReal val) |
RwUInt32 | RpSkyTextureSetDefaultMipmapL (RwUInt32 val) |
RwReal | RpSkyTextureGetDefaultMipmapK (void) |
RwUInt32 | RpSkyTextureGetDefaultMipmapL (void) |
RwTexture * | RpSkyTextureSetMipmapK (RwTexture *tex, RwReal val) |
RwTexture * | RpSkyTextureSetMipmapL (RwTexture *tex, RwUInt32 val) |
RwReal | RpSkyTextureGetMipmapK (RwTexture *tex) |
RwUInt32 | RpSkyTextureGetMipmapL (RwTexture *tex) |
In PlayStation 2 builds of the library, the Mipmap K & L functionality is provided directly by the driver. There is no need to attach the plugin. In this case, the plugin header redefines all the plugin functions to be the equivalent dirver functions.
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RpSkyTextureGetDefaultMipmapK is used to get the current default "K" value used at texture creation. See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureGetDefaultMipmapL is used to get the current default "L" value used at texture creation. See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureGetMipmapK is used to get the "K" value that will be used when a particular texture is drawn. This controls the way mipmap levels are selected by the GS. See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureGetMipmapL is used to get the "L" value that will be used when a particular texture is drawn. This controls the way mipmap levels are selected by the GS. See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureSetDefaultMipmapK is used to set the default "K" value that will be used when textures are created. This controls 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" directly using RpSkyTextureSetMipmapK. A toolkit to help calculate suitable "K" values is available. "K" specifies the distance a polygon needs to be from the camera such that the pixel to texel ratio when rendered is 1:1 assuming the polygon is flat on the screen. "L" specifies the angle of inclination between\ the polygon and the camera viewwindow, it's a 2-bit value where 0 says the angle is 0 degrees and 3 says it's 90 degrees. Essentially they allow you to work out the pixel:texel ratio when rendering a single pixel if you know it's distance from the camera, i.e the GS can get the mipmap level purely from the value in Z. Further information is available in the GS User's Manual
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RpSkyTextureSetDefaultMipmapL is used to set the default "L" value that will be used when textures are created. This controls the way mipmap levels are selected by the GS. It will almost alway be better to set this per texture using RpSkyTextureSetMipmapL See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureSetMipmapK is used to set the "K" value that will be used when a particular texture is drawn. This controls the way mipmap levels are selected by the GS. See RpSkyTextureSetDefaultMipmapK for further information.
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RpSkyTextureSetMipmapL is used to set the "L" value that will be used when a particular texture is drawn. This controls the way mipmap levels are selected by the GS. See RpSkyTextureSetDefaultMipmapK for further information.
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