Specify the shading table in the following format with 32 gradations of RGB code.
Uint16 shadingTbl [32]; 0 ← Dark → 31
If double-sided polygon is set to 1, single-sided polygon data is displayed on both sides.
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Data B> |
Data Name |
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typedef struct SprSurface {
Uint16 vertNo [4]; / * Vertex number composing the surface * /
Uint16 drawMode; / * Drawing mode * /
Uint16 color; / * Color data * /
} SprSurface;
drawMode b15, b14 = 00: color is a color code 01: color is the character number of the texture 10: color is the index number of the shading table 11: color is the original RGB codefor automatic shading b13, b12 = 00: The minimum value of the four vertices after coordinate conversion is used as the Z sort target point. 01: The maximum value of the four vertices after coordinate conversion is the target point for Z sorting. 10: The center value of the four vertices after coordinate conversion is the target point for Z sorting.
b11-b0: Same as the sprite drawing mode word. If you specify a texture with drawMode, the color bits are as follows. For color b15 and b14, specify the texture inversion mode. b15, b14 = 00: No inversion = 01: Left / right reverse = 10: Upside down = 11: Up / down / left / right inversion b13-b0: Character number of the rupture