Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Data Fields
MovtexObject Struct Reference

An object containing all info for a mesh with moving textures. More...

Data Fields

u32 geoId
 number that geo nodes have as parameter to refer to this mesh More...
 
s32 textureId
 which texture to use for this mesh, index into gMovtexIdToTexture More...
 
s32 vtx_count
 amount of moving vertices More...
 
voidmovtexVerts
 segmented address to movtex mesh with vertices More...
 
GfxbeginDl
 display list inserted before moving triangles More...
 
GfxendDl
 display list inserted after moving triangles More...
 
GfxtriDl
 display list with the actual moving texture triangles. More...
 
u8 r
 
u8 g
 red More...
 
u8 b
 green More...
 
u8 a
 blue More...
 
s32 layer
 alpha More...
 

Detailed Description

An object containing all info for a mesh with moving textures.

Contains the vertices that are animated, but also the display list which determines the connectivity, as well as the texture, texture blend color and drawing layer.

Field Documentation

◆ a

u8 MovtexObject::a

blue

◆ b

u8 MovtexObject::b

green

◆ beginDl

Gfx* MovtexObject::beginDl

display list inserted before moving triangles

◆ endDl

Gfx* MovtexObject::endDl

display list inserted after moving triangles

◆ g

u8 MovtexObject::g

red

◆ geoId

u32 MovtexObject::geoId

number that geo nodes have as parameter to refer to this mesh

◆ layer

s32 MovtexObject::layer

alpha

◆ movtexVerts

void* MovtexObject::movtexVerts

segmented address to movtex mesh with vertices

◆ r

u8 MovtexObject::r

◆ textureId

s32 MovtexObject::textureId

which texture to use for this mesh, index into gMovtexIdToTexture

◆ triDl

Gfx* MovtexObject::triDl

display list with the actual moving texture triangles.

Assumes the animated vertices are buffered and correct texture is set

◆ vtx_count

s32 MovtexObject::vtx_count

amount of moving vertices


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