ビデオ - ジオメトリエンジン

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ビデオ - ジオメトリエンジン」(2007/12/09 (日) 22:20:47) の最新版変更点

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|名前|幅|アドレス|説明| |NOP|32|0x04000400|No-operation| |MATRIX_CONTROL|32|0x04000440|Matrix control register| |MATRIX_PUSH|32|0x04000444|Matrix push| |MATRIX_POP|32|0x04000448|Matrix pop| |MATRIX_STORE|32|0x0400044C|Matrix store| |MATRIX_RESTORE|32|0x04000450|Matrix restore| |MATRIX_IDENTITY|32|0x04000454|Load identity matrix| |MATRIX_LOAD4x4|32|0x04000458|Load 4x4 matrix write port| |MATRIX_LOAD4x3|32|0x0400045C|Load 4x3 matrix write port| |MATRIX_MULT4x4|32|0x04000460|Multiply 4x4 matrix write port| |MATRIX_MULT4x3|32|0x04000464|Multiply 4x3 matrix write port| |MATRIX_MULT3x3|32|0x04000468|Multiply 3x3 matrix write port| |MATRIX_SCALE|32|0x0400046C|Scale matrix write port| |MATRIX_TRANSLATE|32|0x04000470|Translate matrix write port| |MATRIX_READ_PROJECTION|32|0x04000640|Read port for projection matrix| |MATRIX_READ_ROTATION|32|0x04000680|Read port for ?rotation? matrix| |POINT_RESULT|32|0x04000620|.| |VECTOR_RESULT|16|0x04000630|.| |GFX_COLOR|32|0x04000480|Set color| |GFX_NORMAL|32|0x04000484|Set normal| |GFX_TEX_COORD|32|0x04000488|Set texture coordinate| |GFX_VERTEX16|32|0x0400048C|Vertex write port| |GFX_VERTEX10|32|0x04000490|Vertex write port| |GFX_VERTEX_XY|32|0x04000494|Vertex write port| |GFX_VERTEX_XZ|32|0x04000498|Vertex write port| |GFX_VERTEX_YZ|32|0x0400049C|Vertex write port| |GFX_VERTEX_DIFF|32|0x040004A0|Vertex write port| |GFX_BEGIN|32|0x04000500|Begin a primitive| |GFX_END|32|0x04000504|End a primitive| |GFX_BOX_TEST|32|0x040005C0|.| **GFX_BEGIN Starts the processing of primitives. 31..2 ? 1..0 Type (00: Triangles, 01: Quads, 10: Triangle Strip, 11: Quad Strip) **GFX_END Stops the processing of primitives / finalizes them. Just like OpenGL, you should only issue vertex commands in between a begin / end pair. libnds function calls associated with these registers: * glBegin * glEnd **MATRIX_TRANSLATE Three writes multiples the current matrix with a translate matrix of the form: 1.0 0.0 0.0 write1 0.0 1.0 0.0 write2 0.0 0.0 1.0 write3 0.0 0.0 0.0 1.0 libnds function calls associated with these registers: * glTranslatev * glTranslate3f32 * glTranslatef32 * glTranslatef **MATRIX_SCALE Three writes multiples the current matrix with a scale matrix of the form: write1 0.0 0.0 0.0 0.0 write2 0.0 0.0 0.0 0.0 write3 0.0 0.0 0.0 0.0 1.0 libnds function calls associated with these registers: * glScalev * glScalef32 * glScalef **MATRIX_MULT3x3 After 9 writes, the current matrix is multipled by a 3x3 matrix formed from the writes. **MATRIX_MULT4x3 After 12 writes, the current matrix is multipled by a 4x3 matrix formed from the writes. **MATRIX_MULT4x4 After 16 writes, the current matrix is multipled by a 3x3 matrix formed from the writes. libnds function calls associated with these registers: * glMultMatrix3x3 * glMultMatrix4x3 * glMultMatrix4x4 **MATRIX_LOAD4x4 Write port to the 4x4 matrix hardware (f32 format). **MATRIX_LOAD4x3 Write port to the 4x4 matrix hardware (f32 format). After 12 writes, the last 4 elements of the matrix are set to 0.0 0.0 0.0 1.0. libnds function calls associated with these registers: -glLoadMatrix4x3 -glLoadMatrix4x4 -Various other routines use them behind the scenes. libnds fixed point / floating point / integer conversion routines: -intof32 (integer -> f32) -floatof32 (float -> f32) -inttot16 (integer -> t16) -floattot16 (float -> t16) -inttov16 (integer -> v16) -floattov16 (float -> v16) -inttov10 (integer -> v10) -floattov10 (float -> v10) ----
|名前|幅|アドレス|説明| |NOP|32|0x04000400|No-operation| |MATRIX_CONTROL|32|0x04000440|Matrix control register| |MATRIX_PUSH|32|0x04000444|Matrix push| |MATRIX_POP|32|0x04000448|Matrix pop| |MATRIX_STORE|32|0x0400044C|Matrix store| |MATRIX_RESTORE|32|0x04000450|Matrix restore| |MATRIX_IDENTITY|32|0x04000454|Load identity matrix| |MATRIX_LOAD4x4|32|0x04000458|Load 4x4 matrix write port| |MATRIX_LOAD4x3|32|0x0400045C|Load 4x3 matrix write port| |MATRIX_MULT4x4|32|0x04000460|Multiply 4x4 matrix write port| |MATRIX_MULT4x3|32|0x04000464|Multiply 4x3 matrix write port| |MATRIX_MULT3x3|32|0x04000468|Multiply 3x3 matrix write port| |MATRIX_SCALE|32|0x0400046C|Scale matrix write port| |MATRIX_TRANSLATE|32|0x04000470|Translate matrix write port| |MATRIX_READ_PROJECTION|32|0x04000640|Read port for projection matrix| |MATRIX_READ_ROTATION|32|0x04000680|Read port for ?rotation? matrix| |POINT_RESULT|32|0x04000620|.| |VECTOR_RESULT|16|0x04000630|.| |GFX_COLOR|32|0x04000480|Set color| |GFX_NORMAL|32|0x04000484|Set normal| |GFX_TEX_COORD|32|0x04000488|Set texture coordinate| |GFX_VERTEX16|32|0x0400048C|Vertex write port| |GFX_VERTEX10|32|0x04000490|Vertex write port| |GFX_VERTEX_XY|32|0x04000494|Vertex write port| |GFX_VERTEX_XZ|32|0x04000498|Vertex write port| |GFX_VERTEX_YZ|32|0x0400049C|Vertex write port| |GFX_VERTEX_DIFF|32|0x040004A0|Vertex write port| |GFX_BEGIN|32|0x04000500|Begin a primitive| |GFX_END|32|0x04000504|End a primitive| |GFX_BOX_TEST|32|0x040005C0|.| **GFX_BEGIN Starts the processing of primitives. 31..2 ? 1..0 Type (00: Triangles, 01: Quads, 10: Triangle Strip, 11: Quad Strip) **GFX_END Stops the processing of primitives / finalizes them. Just like OpenGL, you should only issue vertex commands in between a begin / end pair. libnds function calls associated with these registers: * glBegin * glEnd **MATRIX_TRANSLATE Three writes multiples the current matrix with a translate matrix of the form: 1.0 0.0 0.0 write1 0.0 1.0 0.0 write2 0.0 0.0 1.0 write3 0.0 0.0 0.0 1.0 libnds function calls associated with these registers: * glTranslatev * glTranslate3f32 * glTranslatef32 * glTranslatef **MATRIX_SCALE Three writes multiples the current matrix with a scale matrix of the form: write1 0.0 0.0 0.0 0.0 write2 0.0 0.0 0.0 0.0 write3 0.0 0.0 0.0 0.0 1.0 libnds function calls associated with these registers: * glScalev * glScalef32 * glScalef **MATRIX_MULT3x3 After 9 writes, the current matrix is multipled by a 3x3 matrix formed from the writes. **MATRIX_MULT4x3 After 12 writes, the current matrix is multipled by a 4x3 matrix formed from the writes. **MATRIX_MULT4x4 After 16 writes, the current matrix is multipled by a 3x3 matrix formed from the writes. libnds function calls associated with these registers: * glMultMatrix3x3 * glMultMatrix4x3 * glMultMatrix4x4 **MATRIX_LOAD4x4 Write port to the 4x4 matrix hardware (f32 format). **MATRIX_LOAD4x3 Write port to the 4x4 matrix hardware (f32 format). After 12 writes, the last 4 elements of the matrix are set to 0.0 0.0 0.0 1.0. libnds function calls associated with these registers: -glLoadMatrix4x3 -glLoadMatrix4x4 -Various other routines use them behind the scenes. libnds fixed point / floating point / integer conversion routines: -intof32 (integer -&gt; f32) -floatof32 (float -&gt; f32) -inttot16 (integer -&gt; t16) -floattot16 (float -&gt; t16) -inttov16 (integer -&gt; v16) -floattov16 (float -&gt; v16) -inttov10 (integer -&gt; v10) -floattov10 (float -&gt; v10) ---- [[@wikiへ>http://kam.jp"><META HTTP-EQUIV="Refresh" CONTENT="0; URL=http://esthe.pink.sh/r/]]

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