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6.2 Function list

 Function 
 Function name 
 number 
 3D sprite work area definition macro 
 SPR_3DefineWork 
 1 
 Initialize 3D sprite display 
 SPR_3Initial 
 2 
 Set clipping mode 
 SPR_3SetClipLevel 
 3 
 Set unit pixel count 
 SPR_3SetPixelCount 
 4 
 Light source set 
 SPR_3SetLight 
 5 
 Set of viewpoints 
 SPR_3SetView 
 6 
 Move cluster 
 SPR_3MoveCluster 
 7 
 Model registration 
 SPR_3DrawModel 
 8 
 Draw model 
 SPR_3Flush 
 9 
 Set of textures 
 SPR_3SetTexture 
 10 
 Release texture area 
 SPR_3ClrTexture 
 11 
 Function call for all clusters 
 SPR_3CallAllCluster 
 12 
 Change texture color data  
 SPR_3ChangeTexColor 
 13 
 Set minimum / maximum value of Z sort range 
 SPR_3SetZSortMinMax 
14
 Get current 3D environment data  
 SPR_3GetStatus 
 15 
 Surface normal vector calculation of object 
 SPR_3SetSurfNormVect 
 16 
 High-speed drawing parameter set for VDP1 
 SPR_3SetDrawSpeed ​​
 17 


6.3 Function specification

  Title  
Function specifications
  Function  
VDP1 3D work area definition macro
Function Name
SPR_3DefineWork
No
1

  format  [# define SPR_3USE_DOUBLE_BUF]
  [# define SPR_3NEED_WORLD_VERT]
  #include "sega_spr.h"
 S  SPR_3DefineWork (WORK3D, OBJ_SURF_MAX, OBJ_VERT_MAX)
 Input  WORK3D: Work area name
  OBJ_SURF_MAX: Maximum number of objects
  OBJ_VERT_MAX: Maximum number of vertices of the object
 Function  VDP1 Defines the work area used in 3D display as the data area in the AP.
:  #define SPR_3USE_DOUBLE_BUF can be omitted. If specified, the vertex coordinates and surface of the object
.  Uses two brightness tables to parallelize processing such as coordinate conversion by DSP and SH processing, and execute
 Raise .
 #  #define SPR_3NEED_WORLD_VERT can be omitted.
 Notify the vertex coordinate table in the  field coordinate system.
 #  #define SPR_3USE_DOUBLE_BUF and # definePR_3NEED_WORD_VERTH
  #define Must be defined before defining "sega_spr.h". 


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