Twilight Princess
Remastered version of the GameCube game
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ZMode Class Reference

GX_SetZMode - Sets the Z-buffer compare mode. The result of the Z compare is used to conditionally write color values to the Embedded Frame Buffer. More...

Public Member Functions

override string ToString ()
 

Public Attributes

bool Enable
 If false, ZBuffering is disabled and the Z buffer is not updated.
 
GXCompareType Function
 Determines the comparison that is performed. The newely rasterized Z value is on the left while the value from the Z buffer is on the right. If the result of the comparison is false, the newly rasterized pixel is discarded.
 
bool UpdateEnable
 If true, the Z buffer is updated with the new Z value after a comparison is performed. Example: Disabling this would prevent a write to the Z buffer, useful for UI elements or other things that shouldn't write to Z Buffer. See glDepthMask.
 

Detailed Description

GX_SetZMode - Sets the Z-buffer compare mode. The result of the Z compare is used to conditionally write color values to the Embedded Frame Buffer.

Member Function Documentation

◆ ToString()

override string ZMode.ToString ( )

Member Data Documentation

◆ Enable

bool ZMode.Enable

If false, ZBuffering is disabled and the Z buffer is not updated.

◆ Function

GXCompareType ZMode.Function

Determines the comparison that is performed. The newely rasterized Z value is on the left while the value from the Z buffer is on the right. If the result of the comparison is false, the newly rasterized pixel is discarded.

◆ UpdateEnable

bool ZMode.UpdateEnable

If true, the Z buffer is updated with the new Z value after a comparison is performed. Example: Disabling this would prevent a write to the Z buffer, useful for UI elements or other things that shouldn't write to Z Buffer. See glDepthMask.


The documentation for this class was generated from the following file: