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If the
vertex normal vector table, shading index table, and next object are not connected, set vertNormal, shdIdxTbl, and next to 0, respectively.

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.

  Title  
Data specifications
  Data  
Surface definition
Data Name
SprSurface
No

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 code 

for 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


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