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* doc: fix reference to GX_COLORZERO
* doc: correct parameter type for GX_SetTevKColorS10
It takes the same input register as GX_SetTevKColor().
* doc: specify supported registers for GX_SetTevColor*()
While setting GX_TEVPREV works in Dolphin, it does not work on a real
hardware.
* available for all the active TEV stages is set using GX_SetNumChans(). Active TEV stages should not reference more texture coordinates or colors
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* than are being generated.<br><br>
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*
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* \note There are some special settings for the \a color argument. If you specify <tt>GX_COLOR_ZERO</tt>, you always get zero as rasterized color. If you specify
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* \note There are some special settings for the \a color argument. If you specify <tt>GX_COLORZERO</tt>, you always get zero as rasterized color. If you specify
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* <tt>GX_ALPHA_BUMP</tt> or <tt>GX_ALPHA_BUMPN</tt>, you can use "Bump alpha" component from indirect texture unit as rasterized color input (see GX_SetTevIndirect()
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* for details about how to configure bump alpha). Since bump alpha contains only 5-bit data, <tt>GX_ALPHA_BUMP</tt> shifts them to higher bits, which makes the
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* value range 0-248. Meanwhile <tt>GX_ALPHA_BUMPN</tt> performs normalization and you can get the value range 0-255.
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