Ejemplo n.º 1
0
static void build_disp_list(void)
{
   DCInvalidateRange(display_list, sizeof(display_list));
   GX_BeginDispList(display_list, sizeof(display_list));
   GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
   for (unsigned i = 0; i < 4; i++)
   {
      GX_Position1x8(i);
      GX_TexCoord1x8(i);
   }
   GX_End();
   display_list_size = GX_EndDispList();
}
Ejemplo n.º 2
0
model_t* MODEL_setup(const u8* model_bmb) {
	binheader_t* header = (binheader_t*) model_bmb;

	const u32 posOffset = sizeof(binheader_t);
	const u32 nrmOffset = posOffset + (sizeof(f32)* header->vcount * 3);
	const u32 texOffset = nrmOffset + (sizeof(f32)* header->vcount * 3);
	const u32 indOffset = texOffset + (sizeof(f32)* header->vcount * 2);

	f32* positions = (f32*) (model_bmb + posOffset);
	f32* normals = (f32*) (model_bmb + nrmOffset);
	f32* texcoords = (f32*) (model_bmb + texOffset);
	u16* indices = (u16*) (model_bmb + indOffset);

	/* Calculate cost */
	const u32 indicesCount = header->fcount * 3;
	const u32 indicesSize = indicesCount * 3 * sizeof(u16); /* 3 indices per vertex index (p,n,t) that are u16 in size */
	const u32 callSize = 89; /* Size of setup var */
	/* Round up to nearest 32 multiplication */
	const u32 dispSize = (((indicesSize + callSize + 63) >> 5) + 1) << 5;

	/* Build display list */
	/* Allocate and clear */
	u32 i;
	void* modelList = memalign(32, dispSize);
	memset(modelList, 0, dispSize);

	/* Set buffer data */
	DCInvalidateRange(modelList, dispSize);
	GX_BeginDispList(modelList, dispSize);

	//GX_InvVtxCache();
	GX_ClearVtxDesc();
	GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
	GX_SetVtxDesc(GX_VA_NRM, GX_INDEX16);
	GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);

	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
	GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);

	GX_SetArray(GX_VA_POS, (void*) positions, 3 * sizeof(f32));
	GX_SetArray(GX_VA_NRM, (void*) normals, 3 * sizeof(f32));
	GX_SetArray(GX_VA_TEX0, (void*) texcoords, 2 * sizeof(f32));

	/* Fill the list with indices */
	GX_Begin(GX_TRIANGLES, GX_VTXFMT0, indicesCount);
	for (i = 0; i < indicesCount; i++) {
		GX_Position1x16(indices[i]);
		GX_Normal1x16(indices[i]);
		GX_TexCoord1x16(indices[i]);
	}
	GX_End();

	/* Close display list */
	u32 modelListSize = GX_EndDispList();
	if (modelListSize == 0) {
		printf("Error: Display list not big enough [%u]\n", dispSize);
		return NULL;
	}

	/* Return model info */
	model_t* model = malloc(sizeof(model_t));
	model->modelList = modelList;
	model->modelListSize = modelListSize;

	model->modelFaceCount = header->fcount;
	model->modelPositions = positions;
	model->modelNormals = normals;
	model->modelTexcoords = texcoords;
	model->modelIndices = indices;

	return model;
}
Ejemplo n.º 3
0
void GuiFrameImage::CreateDrawList()
{
	GX_BeginDispList(DrawList, DrawListSize+64);

	GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
	GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);

	oldWidth = GetWidth();
	oldHeight = GetHeight();
	oldX = GetLeft();
	oldY = GetTop();
	oldZ = 0;
	oldAlpha = GetAlpha();

	f32 alpha = oldAlpha;
	f32 z = oldZ;

	f32 x1 = oldX;
	f32 y1 = oldY;
	f32 x2 = x1+oldWidth;
	f32 y2 = y1+oldHeight;

	//! Upper QUAD
	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
		GX_Position3f32(x1+Margin, y1, z);
		GX_Color4u8(UpperQuadUpper.r,UpperQuadUpper.g,UpperQuadUpper.b,alpha);

		GX_Position3f32(x2-Margin, y1, z);
		GX_Color4u8(UpperQuadUpper.r,UpperQuadUpper.g,UpperQuadUpper.b,alpha);

		GX_Position3f32(x2-Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		GX_Position3f32(x1+Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);
	GX_End();

	//! Upper/Left Corner Circle
	GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, Precision+1);
	{
		f32 deg;
		int r = SideQuadUpper.r;
		int g = SideQuadUpper.g;
		int b = SideQuadUpper.b;
		f32 r_p = (float) (UpperQuadUpper.r - r)/(float) (Precision-1);
		f32 g_p = (float) (UpperQuadUpper.g - g)/(float) (Precision-1);
		f32 b_p = (float) (UpperQuadUpper.b - b)/(float) (Precision-1);
		GX_Position3f32(x1+Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(180+i*90/(f32)(Precision-1));
			GX_Position3f32(x1+Margin+Margin*cos(deg), y1+Margin+Margin*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i,alpha);
		}
	}
	GX_End();

	//! Left QUAD
	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
		GX_Position3f32(x1, y1+Margin, z);
		GX_Color4u8(SideQuadUpper.r,SideQuadUpper.g,SideQuadUpper.b,alpha);

		GX_Position3f32(x1+Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		GX_Position3f32(x1, y2-Margin, z);
		GX_Color4u8(SideQuadLower.r,SideQuadLower.g,SideQuadLower.b,alpha);
	GX_End();

	//! Lower Left Corner Circle
	GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, Precision*2+2);
	{
		//! Transparent shadow
		f32 deg;
		int r = ShadowLower.r;
		int g = ShadowLower.g;
		int b = ShadowLower.b;
		f32 a = 0.1f*alpha;
		f32 r_p = (float) (SideQuadLower.r - r)/(float) (Precision-1);
		f32 g_p = (float) (SideQuadLower.g - g)/(float) (Precision-1);
		f32 b_p = (float) (SideQuadLower.b - b)/(float) (Precision-1);
		f32 a_p = (float) (alpha - a)/(float) (Precision-1);
		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(90+i*90/(f32)(Precision-1));
			GX_Position3f32(x1+Margin+Margin*cos(deg), y2-Margin+Margin*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i, a+a_p*i);
		}

		//! Opaque
		r = ShadowUpper.r;
		g = ShadowUpper.g;
		b = ShadowUpper.b;
		r_p = (float) (SideQuadLower.r - r)/(float) (Precision-1);
		g_p = (float) (SideQuadLower.g - g)/(float) (Precision-1);
		b_p = (float) (SideQuadLower.b - b)/(float) (Precision-1);

		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(90+i*90/(f32)(Precision-1));
			GX_Position3f32(x1+Margin+Margin*cos(deg), y2-Margin+(Margin-ShadowWidth)*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i, alpha);
		}
	}
	GX_End();

	//! Lower QUAD
	GX_Begin(GX_QUADS, GX_VTXFMT0,8);
		//! Transparent shadow quad
		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(ShadowUpper.r,ShadowUpper.g,ShadowUpper.b,alpha);

		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(ShadowUpper.r,ShadowUpper.g,ShadowUpper.b,alpha);

		GX_Position3f32(x2-Margin, y2, z);
		GX_Color4u8(ShadowLower.r,ShadowLower.g,ShadowLower.b,0.1f*alpha);

		GX_Position3f32(x1+Margin, y2, z);
		GX_Color4u8(ShadowLower.r,ShadowLower.g,ShadowLower.b,0.1f*alpha);

		//! Opaque quad
		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		GX_Position3f32(x2-Margin, y2-ShadowWidth, z);
		GX_Color4u8(ShadowUpper.r,ShadowUpper.g,ShadowUpper.b,alpha);

		GX_Position3f32(x1+Margin, y2-ShadowWidth, z);
		GX_Color4u8(ShadowUpper.r,ShadowUpper.g,ShadowUpper.b,alpha);
	GX_End();

	//! Lower Right Corner Circle
	GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, Precision*2+2);
	{
		f32 deg;
		int r = SideQuadLower.r;
		int g = SideQuadLower.g;
		int b = SideQuadLower.b;
		f32 a = alpha;
		f32 r_p = (float) (ShadowLower.r - r)/(float) (Precision-1);
		f32 g_p = (float) (ShadowLower.g - g)/(float) (Precision-1);
		f32 b_p = (float) (ShadowLower.b - b)/(float) (Precision-1);
		f32 a_p = (float) (0.1f*alpha - a)/(float) (Precision-1);
		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(i*90/(f32)(Precision-1));
			GX_Position3f32(x2-Margin+Margin*cos(deg), y2-Margin+Margin*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i, a+a_p*i);
		}

		r_p = (float) (ShadowUpper.r - r)/(float) (Precision-1);
		g_p = (float) (ShadowUpper.g - g)/(float) (Precision-1);
		b_p = (float) (ShadowUpper.b - b)/(float) (Precision-1);

		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(i*90/(f32)(Precision-1));
			GX_Position3f32(x2-Margin+Margin*cos(deg), y2-Margin+(Margin-ShadowWidth)*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i, alpha);
		}
	}
	GX_End();

	//! Right QUAD
	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
		GX_Position3f32(x2-Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		GX_Position3f32(x2, y1+Margin, z);
		GX_Color4u8(SideQuadUpper.r,SideQuadUpper.g,SideQuadUpper.b,alpha);

		GX_Position3f32(x2, y2-Margin, z);
		GX_Color4u8(SideQuadLower.r,SideQuadLower.g,SideQuadLower.b,alpha);

		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);
	GX_End();

	//! Upper/Left Corner Circle
	GX_Begin(GX_TRIANGLEFAN, GX_VTXFMT0, Precision+1);
	{
		f32 deg;
		int r = UpperQuadUpper.r;
		int g = UpperQuadUpper.g;
		int b = UpperQuadUpper.b;
		f32 r_p = (float) (SideQuadUpper.r - r)/(float) (Precision-1);
		f32 g_p = (float) (SideQuadUpper.g - g)/(float) (Precision-1);
		f32 b_p = (float) (SideQuadUpper.b - b)/(float) (Precision-1);
		GX_Position3f32(x2-Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		for(int i = 0; i < Precision; ++i)
		{
			deg = DegToRad(270+i*90/(f32)(Precision-1));
			GX_Position3f32(x2-Margin+Margin*cos(deg), y1+Margin+Margin*sin(deg), z);
			GX_Color4u8(r+r_p*i, g+g_p*i, b+b_p*i,alpha);
		}
	}
	GX_End();

	//! Main QUAD
	GX_Begin(GX_QUADS, GX_VTXFMT0,4);
		GX_Position3f32(x1+Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		GX_Position3f32(x2-Margin, y1+Margin, z);
		GX_Color4u8(MainQuadUpper.r,MainQuadUpper.g,MainQuadUpper.b,alpha);

		GX_Position3f32(x2-Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);

		GX_Position3f32(x1+Margin, y2-Margin, z);
		GX_Color4u8(MainQuadLower.r,MainQuadLower.g,MainQuadLower.b,alpha);
	GX_End();

	GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);

	DrawListSize = GX_EndDispList();
}
Ejemplo n.º 4
0
int BuildLists(GXTexObj texture) {
	// Make the new display list
	// For display lists, each command has an associated "cost" in bytes.
	// Add all these up to calculate the size of your display list before rounding up.
	// eke-eke says GX_Begin() costs 3 bytes (u8 + u16)
	// According to my research:
	// GX_Position3f32() is 12 bytes (f32*3)
	// GX_Normal3f32() is 12 bytes (f32*3)
	// GX_Color3f32() is actually 3 bytes ((f32 -> u8) * 3)
	// GX_TexCoord2f32() is 8 bytes (f32*2)
	// GX_End() seems to cost zero (there's no actual code in it)
	// Size -must- be multiple of 32, so (12*24) + (12*24) + (3*24) + (8*24) + 3 = 843
	// Rounded up to the nearest 32 is 864.
	// NOTE: Actual size may be up to 63 bytes -larger- than you calculate it to be due to padding and cache alignment.
	for (int i=0; i<5;i++) {
		boxList[i] = memalign(32,896);
		memset(boxList[i],0,896);
		DCInvalidateRange(boxList[i],896);
		GX_BeginDispList(boxList[i],896);
		GX_Begin(GX_QUADS,GX_VTXFMT0,24); // Start drawing
			// Bottom face
			GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right
			GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left
			GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left
			GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right
			// Front face
			GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left
			GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right
			GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right
			GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left
			// Back face
			GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right
			GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right
			GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left
			GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left
			// Right face
			GX_Position3f32( 1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom right
			GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right
			GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left
			GX_Position3f32( 1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left
			// Left face
			GX_Position3f32(-1.0f,-1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom right
			GX_Position3f32(-1.0f,-1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Top right
			GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top left
			GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(BoxColors[i][0],BoxColors[i][1],BoxColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Bottom left
			// Top face
			GX_Position3f32(-1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(0.0f,1.0f); // Top left
			GX_Position3f32(-1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(0.0f,0.0f); // Bottom left
			GX_Position3f32( 1.0f, 1.0f, 1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(1.0f,0.0f); // Bottom rught
			GX_Position3f32( 1.0f, 1.0f,-1.0f); GX_Normal3f32((f32)0,(f32)0,(f32)1);
			GX_Color3f32(TopColors[i][0],TopColors[i][1],TopColors[i][2]); GX_TexCoord2f32(1.0f,1.0f); // Top right
		GX_End();         // Done drawing quads
		// GX_EndDispList() returns the size of the display list, so store that value and use it with GX_CallDispList().
		boxSize[i] = GX_EndDispList(); // Done building the box list
		if (boxSize[i] == 0) return 1;
	}

	// setup texture coordinate generation
	// args: texcoord slot 0-7, matrix type, source to generate texture coordinates from, matrix to use
	GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);

	// Set up TEV to paint the textures properly.
	GX_SetTevOp(GX_TEVSTAGE0,GX_MODULATE);
	GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);

	// Load up the textures (just one this time).
	GX_LoadTexObj(&texture, GX_TEXMAP0);

	return 0;
}