papermario
Decompilation of Paper Mario
 
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model.c File Reference

Data Structures

struct  FogSettings
 
struct  DepthFloatFactors
 

Macros

#define WORLD_TEXTURE_MEMORY_SIZE   0x20000
 
#define BATTLE_TEXTURE_MEMORY_SIZE   0x8000
 
#define DEPTH_EXPONENT_MASK   0xE000
 
#define DEPTH_MANTISSA_MASK   0x1FFC
 
#define DEPTH_DZ_MASK   0x0003
 
#define DEPTH_EXPONENT_SHIFT   13
 
#define DEPTH_MANTISSA_SHIFT   2
 
#define DEPTH_DZ_SHIFT   0
 
#define MAX_VIEWPORT_DEPTH   (2 * 32 * ((G_MAXZ / 2)))
 
#define TEST_POINT_VISIBILITY
 

Enumerations

enum  {
  AUX_COMBINE_0 = 0 , AUX_COMBINE_1 = 1 , AUX_COMBINE_2 = 2 , AUX_COMBINE_3 = 3 ,
  AUX_COMBINE_4 = 4 , AUX_COMBINE_5 = 5 , AUX_COMBINE_6 = 6 , AUX_COMBINE_7 = 7 ,
  AUX_COMBINE_8 = 8 , AUX_COMBINE_9 = 9 , AUX_COMBINE_A = 10
}
 
enum  { AUX_COMBINE_SUB_0 = 0 , AUX_COMBINE_SUB_1 = 1 , AUX_COMBINE_SUB_2 = 2 , AUX_COMBINE_SUB_COUNT = 3 }
 
enum  {
  TEX_COMBINE_NOTEX = 0 , TEX_COMBINE_MAIN_ONLY_0 = 1 , TEX_COMBINE_MAIN_ONLY_1 = 2 , TEX_COMBINE_MAIN_ONLY_2 = 3 ,
  TEX_COMBINE_MIPMAPS_0 = 4 , TEX_COMBINE_MIPMAPS_1 = 5 , TEX_COMBINE_MIPMAPS_2 = 6 , TEX_COMBINE_AUX_SHARED_0 = 7 ,
  TEX_COMBINE_AUX_SHARED_1 = 8 , TEX_COMBINE_AUX_SHARED_2 = 9 , TEX_COMBINE_AUX_IND_0 = 10 , TEX_COMBINE_AUX_IND_1 = 11 ,
  TEX_COMBINE_AUX_IND_2 = 12 , TEX_COMBINE_3 = 13 , TEX_COMBINE_4 = 14 , TEX_COMBINE_5 = 15 ,
  TEX_COMBINE_6 = 16 , TEX_COMBINE_7 = 17 , TEX_COMBINE_8 = 18 , TEX_COMBINE_9 = 19 ,
  TEX_COMBINE_A = 20
}
 
enum  {
  TINT_COMBINE_NONE = 0 , TINT_COMBINE_FOG = 1 , TINT_COMBINE_SHROUD = 2 , TINT_COMBINE_DEPTH = 3 ,
  TINT_COMBINE_REMAP = 4
}
 
enum  {
  RENDER_CLASS_1CYC = 1 , RENDER_CLASS_2CYC = 2 , RENDER_CLASS_FOG = 3 , RENDER_CLASS_1CYC_SHROUD = 4 ,
  RENDER_CLASS_2CYC_SHROUD = 5 , RENDER_CLASS_FOG_SHROUD = 6 , RENDER_CLASS_1CYC_DEPTH = 10 , RENDER_CLASS_2CYC_DEPTH = 11
}
 

Functions

BSS TextureHeader gCurrentTextureHeader ALIGNED (16)
 
void func_80117D00 (Model *model)
 
void appendGfx_model_group (void *model)
 
void render_transform_group_node (ModelNode *node)
 
void render_transform_group (void *group)
 
void make_texture_gfx (TextureHeader *, Gfx **, IMG_PTR raster, PAL_PTR palette, IMG_PTR auxRaster, PAL_PTR auxPalette, u8, u8, u16, u16)
 
void load_model_transforms (ModelNode *model, ModelNode *parent, Matrix4f mdlTxMtx, s32 treeDepth)
 
s32 is_identity_fixed_mtx (Mtx *mtx)
 
void build_custom_gfx (void)
 
void appendGfx_model (void *data)
 
void load_texture_impl (u32 romOffset, TextureHandle *handle, TextureHeader *header, s32 mainSize, s32 mainPalSize, s32 auxSize, s32 auxPalSize)
 
void load_texture_by_name (ModelNodeProperty *propertyName, s32 romOffset, s32 size)
 
void load_texture_variants (u32 romOffset, s32 textureID, s32 baseOffset, s32 size)
 
ModelNodePropertyget_model_property (ModelNode *node, ModelPropertyKeys key)
 
void load_next_model_textures (ModelNode *model, s32 romOffset, s32 texSize)
 
void mdl_load_all_textures (ModelNode *rootModel, s32 romOffset, s32 size)
 
s32 mdl_get_child_count (ModelNode *model)
 
void clear_model_data (void)
 
void init_model_data (void)
 
void mdl_calculate_model_sizes (void)
 
void mdl_create_model (ModelBlueprint *bp, s32 unused)
 
void iterate_models (void)
 
void mdl_update_transform_matrices (void)
 
void render_models (void)
 
Modelget_model_from_list_index (s32 listIndex)
 
void load_data_for_models (ModelNode *rootModel, s32 texturesOffset, s32 size)
 
s32 get_model_list_index_from_tree_index (s32 treeIndex)
 
s32 get_transform_group_index (s32 modelID)
 
void get_model_center_and_size (u16 modelID, f32 *centerX, f32 *centerY, f32 *centerZ, f32 *sizeX, f32 *sizeY, f32 *sizeZ)
 
ModelTransformGroupget_transform_group (s32 index)
 
void func_8011B1D8 (ModelNode *node)
 
void mdl_make_transform_group (u16 modelID)
 
void enable_transform_group (u16 modelID)
 
void disable_transform_group (u16 modelID)
 
void clone_model (u16 srcModelID, u16 newModelID)
 
void mdl_group_set_visibility (u16 treeIndex, s32 flags, s32 mode)
 
void mdl_group_set_custom_gfx (u16 groupModelID, s32 customGfxIndex, s32 tintType, b32 invertSelection)
 
void mdl_reset_transform_flags (void)
 
void enable_world_fog (void)
 
void disable_world_fog (void)
 
void set_world_fog_dist (s32 start, s32 end)
 
void set_world_fog_color (s32 r, s32 g, s32 b, s32 a)
 
s32 is_world_fog_enabled (void)
 
void get_world_fog_distance (s32 *start, s32 *end)
 
void get_world_fog_color (s32 *r, s32 *g, s32 *b, s32 *a)
 
void set_tex_panner (Model *model, s32 texPannerID)
 
void set_main_pan_u (s32 texPannerID, s32 value)
 
void set_main_pan_v (s32 texPannerID, s32 value)
 
void set_aux_pan_u (s32 texPannerID, s32 value)
 
void set_aux_pan_v (s32 texPannerID, s32 value)
 
void set_mdl_custom_gfx_set (Model *model, s32 customGfxIndex, u32 tintType)
 
void set_custom_gfx (s32 customGfxIndex, Gfx *pre, Gfx *post)
 
void set_custom_gfx_builders (s32 customGfxIndex, ModelCustomGfxBuilderFunc pre, ModelCustomGfxBuilderFunc post)
 
void mdl_set_shroud_tint_params (u8 r, u8 g, u8 b, u8 a)
 
void mdl_get_shroud_tint_params (u8 *r, u8 *g, u8 *b, u8 *a)
 
void mdl_set_depth_tint_params (u8 primR, u8 primG, u8 primB, u8 primA, u8 fogR, u8 fogG, u8 fogB, s32 fogStart, s32 fogEnd)
 
void mdl_get_depth_tint_params (u8 *primR, u8 *primG, u8 *primB, u8 *primA, u8 *fogR, u8 *fogG, u8 *fogB, s32 *fogStart, s32 *fogEnd)
 
void mdl_set_remap_tint_params (u8 maxR, u8 maxG, u8 maxB, u8 minR, u8 minG, u8 minB)
 
void mdl_get_remap_tint_params (u8 *primR, u8 *primG, u8 *primB, u8 *envR, u8 *envG, u8 *envB)
 
void mdl_get_vertex_count (Gfx *gfx, s32 *numVertices, Vtx **baseVtx, s32 *gfxCount, Vtx *baseAddr)
 
void mdl_local_gfx_update_vtx_pointers (Gfx *nodeDlist, Vtx *baseVtx, Gfx *arg2, Vtx *arg3)
 
void mdl_local_gfx_copy_vertices (Vtx *src, s32 num, Vtx *dest)
 
void mdl_make_local_vertex_copy (s32 copyIndex, u16 modelID, s32 isMakingCopy)
 
void mdl_get_copied_vertices (s32 copyIndex, Vtx **firstVertex, Vtx **copiedVertices, s32 *numCopied)
 
Gfx * mdl_get_copied_gfx (s32 copyIndex)
 
void mdl_project_tex_coords (s32 modelID, Gfx *outGfx, Matrix4f arg2, Vtx *arg3)
 
s32 is_model_center_visible (u16 modelID, s32 depthQueryID, f32 *screenX, f32 *screenY)
 
b32 is_point_visible (f32 x, f32 y, f32 z, s32 depthQueryID, f32 *screenX, f32 *screenY)
 
void mdl_draw_hidden_panel_surface (Gfx **arg0, u16 treeIndex)
 
void * mdl_get_next_texture_address (s32 size)
 
void mdl_set_all_tint_type (s32 tintType)
 
void clear_render_tasks (void)
 
void clear_render_tasks_alt (void)
 
RenderTaskqueue_render_task (RenderTask *task)
 
void execute_render_tasks (void)
 

Variables

u8 * gBackgroundTintModePtr
 
ModelListgCurrentModels
 
ModelTreeInfoListgCurrentModelTreeNodeInfo
 
Addr TextureHeap
 
Gfx Gfx_RM1_SURFACE_OPA []
 
Gfx Gfx_RM1_DECAL_OPA []
 
Gfx Gfx_RM1_INTERSECTING_OPA []
 
Gfx Gfx_RM1_ALPHATEST []
 
Gfx Gfx_RM1_SURFACE_XLU []
 
Gfx Gfx_RM1_DECAL_XLU []
 
Gfx Gfx_RM1_INTERSECTING_XLU []
 
Gfx Gfx_RM1_SURFACE_OPA_NO_AA []
 
Gfx Gfx_RM1_DECAL_OPA_NO_AA []
 
Gfx Gfx_RM1_INTERSECTING_OPA_NO_AA []
 
Gfx Gfx_RM1_ALPHATEST_ONESIDED []
 
Gfx Gfx_RM1_SURFACE_XLU_NO_AA []
 
Gfx Gfx_RM1_DECAL_XLU_NO_AA []
 
Gfx Gfx_RM1_PASS_THROUGH []
 
Gfx Gfx_RM1_SURFACE_XLU_AA_ZB_ZUPD []
 
Gfx Gfx_RM1_SURFACE_OPA_NO_ZB []
 
Gfx Gfx_RM1_ALPHATEST_NO_ZB []
 
Gfx Gfx_RM1_SURFACE_XLU_NO_ZB []
 
Gfx Gfx_RM1_SURFACE_XLU_ZB_ZUPD []
 
Gfx Gfx_RM1_CLOUD_NO_ZCMP []
 
Gfx Gfx_RM1_CLOUD []
 
Gfx Gfx_RM1_CLOUD_NO_ZB []
 
Gfx Gfx_RM2_SURFACE_OPA []
 
Gfx Gfx_RM2_DECAL_OPA []
 
Gfx Gfx_RM2_INTERSECTING_OPA []
 
Gfx Gfx_RM2_ALPHATEST []
 
Gfx Gfx_RM2_SURFACE_XLU []
 
Gfx Gfx_RM2_DECAL_XLU []
 
Gfx Gfx_RM2_INTERSECTING_XLU []
 
Gfx Gfx_RM2_SURFACE_OPA_NO_AA []
 
Gfx Gfx_RM2_DECAL_OPA_NO_AA []
 
Gfx Gfx_RM2_INTERSECTING_OPA_NO_AA []
 
Gfx Gfx_RM2_ALPHATEST_ONESIDED []
 
Gfx Gfx_RM2_SURFACE_XLU_NO_AA []
 
Gfx Gfx_RM2_DECAL_XLU_NO_AA []
 
Gfx Gfx_RM2_PASS_THROUGH []
 
Gfx Gfx_RM2_SURFACE_XLU_AA_ZB_ZUPD []
 
Gfx Gfx_RM2_SURFACE_OPA_NO_ZB []
 
Gfx Gfx_RM2_ALPHATEST_NO_ZB []
 
Gfx Gfx_RM2_SURFACE_XLU_NO_ZB []
 
Gfx Gfx_RM2_CLOUD []
 
Gfx Gfx_RM2_CLOUD_NO_ZB []
 
Gfx Gfx_RM3_SURFACE_OPA []
 
Gfx Gfx_RM3_DECAL_OPA []
 
Gfx Gfx_RM3_INTERSECTING_OPA []
 
Gfx Gfx_RM3_ALPHATEST []
 
Gfx Gfx_RM3_SURFACE_XLU []
 
Gfx Gfx_RM3_DECAL_XLU []
 
Gfx Gfx_RM3_INTERSECTING_XLU []
 
Gfx Gfx_RM3_SURFACE_OPA_NO_AA []
 
Gfx Gfx_RM3_DECAL_OPA_NO_AA []
 
Gfx Gfx_RM3_INTERSECTING_OPA_NO_AA []
 
Gfx Gfx_RM3_ALPHATEST_ONESIDED []
 
Gfx Gfx_RM3_SURFACE_XLU_NO_AA []
 
Gfx Gfx_RM3_DECAL_XLU_NO_AA []
 
Gfx Gfx_RM3_PASS_THROUGH []
 
Gfx Gfx_RM3_SURFACE_XLU_AA_ZB_ZUPD []
 
Gfx Gfx_RM3_SURFACE_OPA_NO_ZB []
 
Gfx Gfx_RM3_ALPHATEST_NO_ZB []
 
Gfx Gfx_RM3_SURFACE_XLU_NO_ZB []
 
Gfx Gfx_RM3_CLOUD []
 
Gfx Gfx_RM3_CLOUD_NO_ZB []
 
Gfx * ModelRenderModes []
 
Gfx SolidCombineModes [][5]
 
Gfx AlphaTestCombineModes [][5]
 
void * TextureHeapBase = (void*) &TextureHeap
 
u8 ShroudTintAmt = 0
 
u8 ShroudTintR = 0
 
u8 ShroudTintG = 0
 
u8 ShroudTintB = 0
 
u8 DepthTintBaseR = 0
 
u8 DepthTintBaseG = 0
 
u8 DepthTintBaseB = 0
 
u8 DepthTintBaseA = 0
 
u8 DepthTintColR = 0
 
u8 DepthTintColG = 0
 
u8 DepthTintColB = 0
 
u8 DepthTintColA = 0
 
s32 DepthTintStart = 950
 
s32 DepthTintEnd = 1000
 
u8 RemapTintMaxR = 255
 
u8 RemapTintMaxG = 255
 
u8 RemapTintMaxB = 255
 
u8 RemapTintMinR = 0
 
u8 RemapTintMinG = 0
 
u8 RemapTintMinB = 0
 
Mtx ReferenceIdentityMtx
 
DepthFloatFactors DepthFloatLookupTable []
 
s32 gLastRenderTaskCount = 0
 
s32 RenderTaskBasePriorities []
 
s8 D_8014C248 = FALSE
 
ModelCustomGfxBuilderListgCurrentCustomModelGfxBuildersPtr
 
ModelNode ** gCurrentModelTreeRoot
 
ModelTransformGroupListgCurrentTransformGroups
 
ModelCustomGfxListgCurrentCustomModelGfxPtr
 
BSS ModelList wModelList
 
BSS ModelList bModelList
 
BSS ModelTransformGroupList wTransformGroups
 
BSS ModelTransformGroupList bTransformGroups
 
BSS ModelCustomGfxList wCustomModelGfx
 
BSS ModelCustomGfxList bCustomModelGfx
 
BSS ModelCustomGfxBuilderList wCustomModelGfxBuilders
 
BSS ModelCustomGfxBuilderList bCustomModelGfxBuilders
 
BSS ModelLocalVertexCopyList wModelLocalVtxBuffers
 
BSS ModelLocalVertexCopyList bModelLocalVtxBuffers
 
BSS ModelLocalVertexCopyListgCurrentModelLocalVtxBuffers
 
BSS ModelNodewModelTreeRoot
 
BSS ModelNodebModelTreeRoot
 
BSS s32 D_8015221C
 
BSS ModelTreeInfoList wModelTreeNodeInfo
 
BSS ModelTreeInfoList bModelTreeNodeInfo
 
BSS s8 wBackgroundTintMode
 
BSS s8 bBackgroundTintMode
 
BSS s8 D_80153222
 
BSS s8 D_80153223
 
BSS s32 TreeIterPos
 
BSS FogSettings wFogSettings
 
BSS s32 D_80153244
 
BSS FogSettings bFogSettings
 
BSS FogSettingsgFogSettings
 
BSS s32 texPannerMainU [MAX_TEX_PANNERS]
 
BSS s32 texPannerMainV [MAX_TEX_PANNERS]
 
BSS s32 texPannerAuxU [MAX_TEX_PANNERS]
 
BSS s32 texPannerAuxV [MAX_TEX_PANNERS]
 
BSS void * TextureHeapPos
 
BSS u16 mtg_IterIdx
 
BSS u16 mtg_SearchModelID
 
BSS ModelNodemtg_FoundModelNode
 
BSS u16 mtg_MinChild
 
BSS u16 mtg_MaxChild
 
BSS s32 D_80153378 [2]
 
BSS u16 DepthCopyBuffer [16]
 
BSS RenderTaskRenderTaskLists [3]
 
BSS s32 RenderTaskListIdx
 
BSS s32 RenderTaskCount
 
TextureHandle TextureHandles [128]
 
Addr BattleEntityHeapBottom
 

Data Structure Documentation

◆ FogSettings

struct FogSettings
Data Fields
Color4i color
s32 enabled
s32 endDistance
s32 startDistance

◆ DepthFloatFactors

struct DepthFloatFactors
Data Fields
s32 bias
s32 shift

Macro Definition Documentation

◆ BATTLE_TEXTURE_MEMORY_SIZE

#define BATTLE_TEXTURE_MEMORY_SIZE   0x8000

◆ DEPTH_DZ_MASK

#define DEPTH_DZ_MASK   0x0003

◆ DEPTH_DZ_SHIFT

#define DEPTH_DZ_SHIFT   0

◆ DEPTH_EXPONENT_MASK

#define DEPTH_EXPONENT_MASK   0xE000

◆ DEPTH_EXPONENT_SHIFT

#define DEPTH_EXPONENT_SHIFT   13

◆ DEPTH_MANTISSA_MASK

#define DEPTH_MANTISSA_MASK   0x1FFC

◆ DEPTH_MANTISSA_SHIFT

#define DEPTH_MANTISSA_SHIFT   2

◆ MAX_VIEWPORT_DEPTH

#define MAX_VIEWPORT_DEPTH   (2 * 32 * ((G_MAXZ / 2)))

◆ TEST_POINT_VISIBILITY

#define TEST_POINT_VISIBILITY
Value:
outX = (m00 * xComp) + (m10 * yComp) + (m20 * zComp) + m30; \
outY = (m01 * xComp) + (m11 * yComp) + (m21 * zComp) + m31; \
outZ = (m02 * xComp) + (m12 * yComp) + (m22 * zComp) + m32; \
outW = (m03 * xComp) + (m13 * yComp) + (m23 * zComp) + m33; \
if (outW == 0.0f) { \
break; \
} \
/* Perspective divide */ \
outW = 1.0f / outW; \
xComp = outX * outW; \
yComp = outY * outW; \
zComp = outZ * outW; \
if (zComp > -1.0f && xComp >= -1.0f && xComp <= 1.0f && yComp >= -1.0f && yComp <= 1.0f) { \
break; \
}

◆ WORLD_TEXTURE_MEMORY_SIZE

#define WORLD_TEXTURE_MEMORY_SIZE   0x20000

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
AUX_COMBINE_0 
AUX_COMBINE_1 
AUX_COMBINE_2 
AUX_COMBINE_3 
AUX_COMBINE_4 
AUX_COMBINE_5 
AUX_COMBINE_6 
AUX_COMBINE_7 
AUX_COMBINE_8 
AUX_COMBINE_9 
AUX_COMBINE_A 

◆ anonymous enum

anonymous enum
Enumerator
AUX_COMBINE_SUB_0 
AUX_COMBINE_SUB_1 
AUX_COMBINE_SUB_2 
AUX_COMBINE_SUB_COUNT 

◆ anonymous enum

anonymous enum
Enumerator
TEX_COMBINE_NOTEX 
TEX_COMBINE_MAIN_ONLY_0 
TEX_COMBINE_MAIN_ONLY_1 
TEX_COMBINE_MAIN_ONLY_2 
TEX_COMBINE_MIPMAPS_0 
TEX_COMBINE_MIPMAPS_1 
TEX_COMBINE_MIPMAPS_2 
TEX_COMBINE_AUX_SHARED_0 
TEX_COMBINE_AUX_SHARED_1 
TEX_COMBINE_AUX_SHARED_2 
TEX_COMBINE_AUX_IND_0 
TEX_COMBINE_AUX_IND_1 
TEX_COMBINE_AUX_IND_2 
TEX_COMBINE_3 
TEX_COMBINE_4 
TEX_COMBINE_5 
TEX_COMBINE_6 
TEX_COMBINE_7 
TEX_COMBINE_8 
TEX_COMBINE_9 
TEX_COMBINE_A 

◆ anonymous enum

anonymous enum
Enumerator
TINT_COMBINE_NONE 
TINT_COMBINE_FOG 
TINT_COMBINE_SHROUD 
TINT_COMBINE_DEPTH 
TINT_COMBINE_REMAP 

◆ anonymous enum

anonymous enum
Enumerator
RENDER_CLASS_1CYC 
RENDER_CLASS_2CYC 
RENDER_CLASS_FOG 
RENDER_CLASS_1CYC_SHROUD 
RENDER_CLASS_2CYC_SHROUD 
RENDER_CLASS_FOG_SHROUD 
RENDER_CLASS_1CYC_DEPTH 
RENDER_CLASS_2CYC_DEPTH 

Function Documentation

◆ ALIGNED()

BSS TextureHeader gCurrentTextureHeader ALIGNED ( 16 )

◆ appendGfx_model()

void appendGfx_model ( void * data)

◆ appendGfx_model_group()

void appendGfx_model_group ( void * model)

◆ build_custom_gfx()

void build_custom_gfx ( void )

◆ clear_model_data()

◆ clear_render_tasks()

◆ clear_render_tasks_alt()

void clear_render_tasks_alt ( void )

◆ clone_model()

void clone_model ( u16 srcModelID,
u16 newModelID )

◆ disable_transform_group()

void disable_transform_group ( u16 modelID)

◆ disable_world_fog()

void disable_world_fog ( void )

◆ enable_transform_group()

void enable_transform_group ( u16 modelID)

◆ enable_world_fog()

void enable_world_fog ( void )

◆ execute_render_tasks()

void execute_render_tasks ( void )

Referenced by render_frame().

◆ func_80117D00()

void func_80117D00 ( Model * model)

◆ func_8011B1D8()

void func_8011B1D8 ( ModelNode * node)

◆ get_model_center_and_size()

void get_model_center_and_size ( u16 modelID,
f32 * centerX,
f32 * centerY,
f32 * centerZ,
f32 * sizeX,
f32 * sizeY,
f32 * sizeZ )

◆ get_model_from_list_index()

◆ get_model_list_index_from_tree_index()

◆ get_model_property()

◆ get_transform_group()

◆ get_transform_group_index()

s32 get_transform_group_index ( s32 modelID)

◆ get_world_fog_color()

void get_world_fog_color ( s32 * r,
s32 * g,
s32 * b,
s32 * a )

◆ get_world_fog_distance()

void get_world_fog_distance ( s32 * start,
s32 * end )

◆ init_model_data()

void init_model_data ( void )

◆ is_identity_fixed_mtx()

s32 is_identity_fixed_mtx ( Mtx * mtx)
Returns
TRUE if mtx is NULL or identity.

Referenced by mdl_create_model().

◆ is_model_center_visible()

s32 is_model_center_visible ( u16 modelID,
s32 depthQueryID,
f32 * screenX,
f32 * screenY )

◆ is_point_visible()

b32 is_point_visible ( f32 x,
f32 y,
f32 z,
s32 depthQueryID,
f32 * screenX,
f32 * screenY )

◆ is_world_fog_enabled()

s32 is_world_fog_enabled ( void )

◆ iterate_models()

void iterate_models ( void )

◆ load_data_for_models()

void load_data_for_models ( ModelNode * rootModel,
s32 texturesOffset,
s32 size )

◆ load_model_transforms()

void load_model_transforms ( ModelNode * model,
ModelNode * parent,
Matrix4f mdlTxMtx,
s32 treeDepth )

◆ load_next_model_textures()

void load_next_model_textures ( ModelNode * model,
s32 romOffset,
s32 texSize )

◆ load_texture_by_name()

void load_texture_by_name ( ModelNodeProperty * propertyName,
s32 romOffset,
s32 size )

◆ load_texture_impl()

void load_texture_impl ( u32 romOffset,
TextureHandle * handle,
TextureHeader * header,
s32 mainSize,
s32 mainPalSize,
s32 auxSize,
s32 auxPalSize )

◆ load_texture_variants()

void load_texture_variants ( u32 romOffset,
s32 textureID,
s32 baseOffset,
s32 size )

Referenced by load_texture_by_name().

◆ make_texture_gfx()

void make_texture_gfx ( TextureHeader * header,
Gfx ** gfxPos,
IMG_PTR raster,
PAL_PTR palette,
IMG_PTR auxRaster,
PAL_PTR auxPalette,
u8 auxShiftS,
u8 auxShiftT,
u16 auxOffsetS,
u16 auxOffsetT )

◆ mdl_calculate_model_sizes()

void mdl_calculate_model_sizes ( void )

◆ mdl_create_model()

void mdl_create_model ( ModelBlueprint * bp,
s32 unused )

Referenced by load_model_transforms().

◆ mdl_draw_hidden_panel_surface()

void mdl_draw_hidden_panel_surface ( Gfx ** arg0,
u16 treeIndex )

◆ mdl_get_child_count()

s32 mdl_get_child_count ( ModelNode * model)

◆ mdl_get_copied_gfx()

◆ mdl_get_copied_vertices()

◆ mdl_get_depth_tint_params()

void mdl_get_depth_tint_params ( u8 * primR,
u8 * primG,
u8 * primB,
u8 * primA,
u8 * fogR,
u8 * fogG,
u8 * fogB,
s32 * fogStart,
s32 * fogEnd )

◆ mdl_get_next_texture_address()

void * mdl_get_next_texture_address ( s32 size)

Referenced by draw_box().

◆ mdl_get_remap_tint_params()

void mdl_get_remap_tint_params ( u8 * primR,
u8 * primG,
u8 * primB,
u8 * envR,
u8 * envG,
u8 * envB )

◆ mdl_get_shroud_tint_params()

void mdl_get_shroud_tint_params ( u8 * r,
u8 * g,
u8 * b,
u8 * a )

◆ mdl_get_vertex_count()

void mdl_get_vertex_count ( Gfx * gfx,
s32 * numVertices,
Vtx ** baseVtx,
s32 * gfxCount,
Vtx * baseAddr )

◆ mdl_group_set_custom_gfx()

void mdl_group_set_custom_gfx ( u16 groupModelID,
s32 customGfxIndex,
s32 tintType,
b32 invertSelection )

◆ mdl_group_set_visibility()

void mdl_group_set_visibility ( u16 treeIndex,
s32 flags,
s32 mode )

◆ mdl_load_all_textures()

void mdl_load_all_textures ( ModelNode * rootModel,
s32 romOffset,
s32 size )

◆ mdl_local_gfx_copy_vertices()

void mdl_local_gfx_copy_vertices ( Vtx * src,
s32 num,
Vtx * dest )

◆ mdl_local_gfx_update_vtx_pointers()

void mdl_local_gfx_update_vtx_pointers ( Gfx * nodeDlist,
Vtx * baseVtx,
Gfx * arg2,
Vtx * arg3 )

◆ mdl_make_local_vertex_copy()

void mdl_make_local_vertex_copy ( s32 copyIndex,
u16 modelID,
s32 isMakingCopy )

◆ mdl_make_transform_group()

void mdl_make_transform_group ( u16 modelID)

◆ mdl_project_tex_coords()

void mdl_project_tex_coords ( s32 modelID,
Gfx * outGfx,
Matrix4f arg2,
Vtx * arg3 )

◆ mdl_reset_transform_flags()

void mdl_reset_transform_flags ( void )

Referenced by step_game_loop().

◆ mdl_set_all_tint_type()

void mdl_set_all_tint_type ( s32 tintType)

◆ mdl_set_depth_tint_params()

void mdl_set_depth_tint_params ( u8 primR,
u8 primG,
u8 primB,
u8 primA,
u8 fogR,
u8 fogG,
u8 fogB,
s32 fogStart,
s32 fogEnd )

◆ mdl_set_remap_tint_params()

void mdl_set_remap_tint_params ( u8 maxR,
u8 maxG,
u8 maxB,
u8 minR,
u8 minG,
u8 minB )

◆ mdl_set_shroud_tint_params()

void mdl_set_shroud_tint_params ( u8 r,
u8 g,
u8 b,
u8 a )

◆ mdl_update_transform_matrices()

void mdl_update_transform_matrices ( void )

Referenced by render_frame().

◆ queue_render_task()

RenderTask * queue_render_task ( RenderTask * task)

◆ render_models()

void render_models ( void )

Referenced by render_frame().

◆ render_transform_group()

void render_transform_group ( void * group)

Referenced by render_models().

◆ render_transform_group_node()

void render_transform_group_node ( ModelNode * node)

◆ set_aux_pan_u()

void set_aux_pan_u ( s32 texPannerID,
s32 value )

◆ set_aux_pan_v()

void set_aux_pan_v ( s32 texPannerID,
s32 value )

◆ set_custom_gfx()

void set_custom_gfx ( s32 customGfxIndex,
Gfx * pre,
Gfx * post )

◆ set_custom_gfx_builders()

void set_custom_gfx_builders ( s32 customGfxIndex,
ModelCustomGfxBuilderFunc pre,
ModelCustomGfxBuilderFunc post )

◆ set_main_pan_u()

void set_main_pan_u ( s32 texPannerID,
s32 value )

◆ set_main_pan_v()

void set_main_pan_v ( s32 texPannerID,
s32 value )

◆ set_mdl_custom_gfx_set()

void set_mdl_custom_gfx_set ( Model * model,
s32 customGfxIndex,
u32 tintType )

Referenced by mdl_set_all_tint_type().

◆ set_tex_panner()

void set_tex_panner ( Model * model,
s32 texPannerID )

◆ set_world_fog_color()

void set_world_fog_color ( s32 r,
s32 g,
s32 b,
s32 a )

◆ set_world_fog_dist()

void set_world_fog_dist ( s32 start,
s32 end )

Variable Documentation

◆ AlphaTestCombineModes

Gfx AlphaTestCombineModes[][5]

Referenced by appendGfx_model().

◆ BattleEntityHeapBottom

Addr BattleEntityHeapBottom
extern

◆ bBackgroundTintMode

BSS s8 bBackgroundTintMode

◆ bCustomModelGfx

BSS ModelCustomGfxList bCustomModelGfx

◆ bCustomModelGfxBuilders

BSS ModelCustomGfxBuilderList bCustomModelGfxBuilders

◆ bFogSettings

BSS FogSettings bFogSettings

◆ bModelList

BSS ModelList bModelList

◆ bModelLocalVtxBuffers

BSS ModelLocalVertexCopyList bModelLocalVtxBuffers

◆ bModelTreeNodeInfo

BSS ModelTreeInfoList bModelTreeNodeInfo

◆ bModelTreeRoot

BSS ModelNode* bModelTreeRoot

◆ bTransformGroups

BSS ModelTransformGroupList bTransformGroups

◆ D_8014C248

s8 D_8014C248 = FALSE

Referenced by state_init_title_screen().

◆ D_8015221C

BSS s32 D_8015221C

◆ D_80153222

BSS s8 D_80153222

◆ D_80153223

BSS s8 D_80153223

◆ D_80153244

BSS s32 D_80153244

◆ D_80153378

BSS s32 D_80153378[2]

◆ DepthCopyBuffer

BSS u16 DepthCopyBuffer[16]

◆ DepthFloatLookupTable

DepthFloatFactors DepthFloatLookupTable[]
Initial value:
= {
{ 6, 0x00000 },
{ 5, 0x20000 },
{ 4, 0x30000 },
{ 3, 0x38000 },
{ 2, 0x3C000 },
{ 1, 0x3E000 },
{ 0, 0x3F000 },
{ 0, 0x3F800 },
{ 0, 0x00000 },
}

Referenced by is_model_center_visible(), and is_point_visible().

◆ DepthTintBaseA

◆ DepthTintBaseB

◆ DepthTintBaseG

◆ DepthTintBaseR

◆ DepthTintColA

u8 DepthTintColA = 0

◆ DepthTintColB

◆ DepthTintColG

◆ DepthTintColR

◆ DepthTintEnd

s32 DepthTintEnd = 1000

◆ DepthTintStart

s32 DepthTintStart = 950

◆ gBackgroundTintModePtr

◆ gCurrentCustomModelGfxBuildersPtr

ModelCustomGfxBuilderList* gCurrentCustomModelGfxBuildersPtr

◆ gCurrentCustomModelGfxPtr

◆ gCurrentModelLocalVtxBuffers

BSS ModelLocalVertexCopyList* gCurrentModelLocalVtxBuffers

◆ gCurrentModels

◆ gCurrentModelTreeNodeInfo

◆ gCurrentModelTreeRoot

◆ gCurrentTransformGroups

◆ gFogSettings

◆ Gfx_RM1_ALPHATEST

Gfx Gfx_RM1_ALPHATEST[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), appendGfx_item_entity(), draw_entity_model_E(), and render_item_entities().

◆ Gfx_RM1_ALPHATEST_NO_ZB

Gfx Gfx_RM1_ALPHATEST_NO_ZB[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_TEX_EDGE, G_RM_AA_TEX_EDGE2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_ALPHATEST_ONESIDED

Gfx Gfx_RM1_ALPHATEST_ONESIDED[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_CLOUD

Gfx Gfx_RM1_CLOUD
Initial value:
= {
gsDPSetRenderMode(G_RM_ZB_CLD_SURF, G_RM_ZB_CLD_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_CLOUD_NO_ZB

Gfx Gfx_RM1_CLOUD_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_CLD_SURF, G_RM_CLD_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_CLOUD_NO_ZCMP

Gfx Gfx_RM1_CLOUD_NO_ZCMP[]
Initial value:
= {
gsDPSetRenderMode(IM_RD | CVG_DST_SAVE | ZMODE_XLU | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA),
IM_RD | CVG_DST_SAVE | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_DECAL_OPA

Gfx Gfx_RM1_DECAL_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_OPA_DECAL, G_RM_AA_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD |
G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_DECAL_OPA_NO_AA

Gfx Gfx_RM1_DECAL_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_ZB_OPA_DECAL, G_RM_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_DECAL_XLU

Gfx Gfx_RM1_DECAL_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_XLU_DECAL, G_RM_AA_ZB_XLU_DECAL2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_DECAL_XLU_NO_AA

Gfx Gfx_RM1_DECAL_XLU_NO_AA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_ZB_OVL_SURF, G_RM_ZB_OVL_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_INTERSECTING_OPA

Gfx Gfx_RM1_INTERSECTING_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_OPA_INTER, G_RM_AA_ZB_OPA_INTER2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD |
G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_INTERSECTING_OPA_NO_AA

Gfx Gfx_RM1_INTERSECTING_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_OPA_INTER, G_RM_AA_ZB_OPA_INTER2),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_INTERSECTING_XLU

Gfx Gfx_RM1_INTERSECTING_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_XLU_INTER, G_RM_AA_ZB_XLU_INTER2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_PASS_THROUGH

Gfx Gfx_RM1_PASS_THROUGH[]
Initial value:
= {
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_OPA

Gfx Gfx_RM1_SURFACE_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD |
G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_OPA_NO_AA

Gfx Gfx_RM1_SURFACE_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_ZB_OPA_SURF, G_RM_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_SURFACE_OPA_NO_ZB

Gfx Gfx_RM1_SURFACE_OPA_NO_ZB[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_XLU

Gfx Gfx_RM1_SURFACE_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_XLU_AA_ZB_ZUPD

Gfx Gfx_RM1_SURFACE_XLU_AA_ZB_ZUPD
Initial value:
= {
gsDPSetRenderMode(AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA), AA_EN | Z_CMP | Z_UPD | IM_RD |
CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM1_SURFACE_XLU_NO_AA

Gfx Gfx_RM1_SURFACE_XLU_NO_AA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_XLU_NO_ZB

Gfx Gfx_RM1_SURFACE_XLU_NO_ZB[]
Initial value:
= {
gsDPSetRenderMode(G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM1_SURFACE_XLU_ZB_ZUPD

Gfx Gfx_RM1_SURFACE_XLU_ZB_ZUPD
Initial value:
= {
gsDPSetRenderMode(AA_EN | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | FORCE_BL | Z_CMP | Z_UPD |
GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA),
AA_EN | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | FORCE_BL | Z_CMP | Z_UPD | ZMODE_XLU |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_ALPHATEST

Gfx Gfx_RM2_ALPHATEST[]
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_item_entity(), and render_item_entities().

◆ Gfx_RM2_ALPHATEST_NO_ZB

Gfx Gfx_RM2_ALPHATEST_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_ALPHATEST_ONESIDED

Gfx Gfx_RM2_ALPHATEST_ONESIDED
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_CLOUD

Gfx Gfx_RM2_CLOUD
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_CLD_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_CLOUD_NO_ZB

Gfx Gfx_RM2_CLOUD_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_CLD_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_DECAL_OPA

Gfx Gfx_RM2_DECAL_OPA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_DECAL_OPA_NO_AA

Gfx Gfx_RM2_DECAL_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_DECAL_XLU

Gfx Gfx_RM2_DECAL_XLU
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_XLU_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_DECAL_XLU_NO_AA

Gfx Gfx_RM2_DECAL_XLU_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_XLU_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_INTERSECTING_OPA

Gfx Gfx_RM2_INTERSECTING_OPA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_OPA_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_INTERSECTING_OPA_NO_AA

Gfx Gfx_RM2_INTERSECTING_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_OPA_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_INTERSECTING_XLU

Gfx Gfx_RM2_INTERSECTING_XLU
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_XLU_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_PASS_THROUGH

Gfx Gfx_RM2_PASS_THROUGH
Initial value:
= {
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_OPA

Gfx Gfx_RM2_SURFACE_OPA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_OPA_NO_AA

Gfx Gfx_RM2_SURFACE_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_OPA_NO_ZB

Gfx Gfx_RM2_SURFACE_OPA_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_XLU

Gfx Gfx_RM2_SURFACE_XLU
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_XLU_AA_ZB_ZUPD

Gfx Gfx_RM2_SURFACE_XLU_AA_ZB_ZUPD
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_XLU_NO_AA

Gfx Gfx_RM2_SURFACE_XLU_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM2_SURFACE_XLU_NO_ZB

Gfx Gfx_RM2_SURFACE_XLU_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_ALPHATEST

Gfx Gfx_RM3_ALPHATEST[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_ALPHATEST_NO_ZB

Gfx Gfx_RM3_ALPHATEST_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_ALPHATEST_ONESIDED

Gfx Gfx_RM3_ALPHATEST_ONESIDED
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_CLOUD

Gfx Gfx_RM3_CLOUD
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_CLD_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_CLOUD_NO_ZB

Gfx Gfx_RM3_CLOUD_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_CLD_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_DECAL_OPA

Gfx Gfx_RM3_DECAL_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_DECAL_OPA_NO_AA

Gfx Gfx_RM3_DECAL_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_OPA_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_DECAL_XLU

Gfx Gfx_RM3_DECAL_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_DECAL_XLU_NO_AA

Gfx Gfx_RM3_DECAL_XLU_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_DECAL2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_INTERSECTING_OPA

Gfx Gfx_RM3_INTERSECTING_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_INTERSECTING_OPA_NO_AA

Gfx Gfx_RM3_INTERSECTING_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_INTERSECTING_XLU

Gfx Gfx_RM3_INTERSECTING_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_INTER2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_PASS_THROUGH

Gfx Gfx_RM3_PASS_THROUGH
Initial value:
= {
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_SURFACE_OPA

Gfx Gfx_RM3_SURFACE_OPA[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_SURFACE_OPA_NO_AA

Gfx Gfx_RM3_SURFACE_OPA_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_SURFACE_OPA_NO_ZB

Gfx Gfx_RM3_SURFACE_OPA_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_OPA_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_SURFACE_XLU

Gfx Gfx_RM3_SURFACE_XLU[]
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

Referenced by appendGfx_animator(), appendGfx_entity_model(), and draw_entity_model_E().

◆ Gfx_RM3_SURFACE_XLU_AA_ZB_ZUPD

Gfx Gfx_RM3_SURFACE_XLU_AA_ZB_ZUPD
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_SURFACE_XLU_NO_AA

Gfx Gfx_RM3_SURFACE_XLU_NO_AA
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ Gfx_RM3_SURFACE_XLU_NO_ZB

Gfx Gfx_RM3_SURFACE_XLU_NO_ZB
Initial value:
= {
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_XLU_SURF2),
gsDPSetCycleType(G_CYC_2CYCLE),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_SHADE | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
}

◆ gLastRenderTaskCount

s32 gLastRenderTaskCount = 0

◆ ModelRenderModes

Gfx* ModelRenderModes[]

Referenced by appendGfx_model().

◆ mtg_FoundModelNode

BSS ModelNode* mtg_FoundModelNode

◆ mtg_IterIdx

BSS u16 mtg_IterIdx

◆ mtg_MaxChild

BSS u16 mtg_MaxChild

◆ mtg_MinChild

BSS u16 mtg_MinChild

◆ mtg_SearchModelID

BSS u16 mtg_SearchModelID

◆ ReferenceIdentityMtx

Mtx ReferenceIdentityMtx
Initial value:
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000
)
#define RDP_MATRIX( Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, Az, Bz, Cz, Dz, Aw, Bw, Cw, Dw)
Definition macros.h:244

Referenced by is_identity_fixed_mtx().

◆ RemapTintMaxB

u8 RemapTintMaxB = 255

◆ RemapTintMaxG

u8 RemapTintMaxG = 255

◆ RemapTintMaxR

u8 RemapTintMaxR = 255

◆ RemapTintMinB

◆ RemapTintMinG

◆ RemapTintMinR

◆ RenderTaskBasePriorities

s32 RenderTaskBasePriorities[]

Referenced by queue_render_task().

◆ RenderTaskCount

◆ RenderTaskListIdx

◆ RenderTaskLists

◆ ShroudTintAmt

◆ ShroudTintB

◆ ShroudTintG

◆ ShroudTintR

◆ SolidCombineModes

Gfx SolidCombineModes[][5]

◆ texPannerAuxU

BSS s32 texPannerAuxU[MAX_TEX_PANNERS]

◆ texPannerAuxV

BSS s32 texPannerAuxV[MAX_TEX_PANNERS]

◆ texPannerMainU

BSS s32 texPannerMainU[MAX_TEX_PANNERS]

◆ texPannerMainV

BSS s32 texPannerMainV[MAX_TEX_PANNERS]

◆ TextureHandles

◆ TextureHeap

Addr TextureHeap
extern

◆ TextureHeapBase

void* TextureHeapBase = (void*) &TextureHeap

◆ TextureHeapPos

◆ TreeIterPos

◆ wBackgroundTintMode

BSS s8 wBackgroundTintMode

◆ wCustomModelGfx

BSS ModelCustomGfxList wCustomModelGfx

◆ wCustomModelGfxBuilders

BSS ModelCustomGfxBuilderList wCustomModelGfxBuilders

◆ wFogSettings

BSS FogSettings wFogSettings

◆ wModelList

BSS ModelList wModelList

◆ wModelLocalVtxBuffers

BSS ModelLocalVertexCopyList wModelLocalVtxBuffers

◆ wModelTreeNodeInfo

BSS ModelTreeInfoList wModelTreeNodeInfo

◆ wModelTreeRoot

BSS ModelNode* wModelTreeRoot

◆ wTransformGroups

BSS ModelTransformGroupList wTransformGroups