outside glBegin/glEnd
glNormal
* glNormal3d, glNormal3f
{size: 0x3 channel: 0x1 cmd: 0x00000c30} - value are encoded as FP32
* glNormal3i, glNormal3s, glNormal3b
{size: 0x2 channel: 0x1 cmd: 0x00000c40}values can be encoded as INT2FLOAT in 16 bits mode
glTexCoord
#define NV15_TEX0_COORD_4_FLOAT 0xca0 #define NV15_TEX0_COORD_2_FLOAT 0xc90 #define NV15_TEX1_COORD_4_FLOAT 0xcc8 #define NV15_TEX1_COORD_2_FLOAT 0xcb8
encoded as FP32 2 or 4 arguments
#define NV15_TEX0_COORD_2_SHORT 0xcb0 #define NV15_TEX0_COORD_1_SHORT 0xc98 #define NV15_TEX1_COORD_2_SHORT 0xcd8 #define NV15_TEX1_COORD_1_SHORT 0xcc0
encoded as signed 16BITS INTERGER the lower 16 bits are the first value the higher 16 bits are the first value
For example glTexCoord4s(0,128,-127, 256); will give
2b5 0x00000000 0x00082cb0 {size: 0x2 channel: 0x1 cmd: NV15_TEX_COORD_4_SHORT}
2b6 0x00000000 0x00800000 (16 BITS INTEGER: 128 | 0)
2b7 0x00000000 0x0100ff81 (16 BITS INTEGER: 256 | 65409)
glColor
#define NV15_COLOR_4 0xc50 #define NV15_COLOR_3 0xc60 #define NV15_COLOR2_3 0xc80
encoded as FP32
#define NV15_COLOR_1 0xc6c #define NV15_COLOR2_1 0xc8c
values can be encoded as INT2FLOAT in 8 bits mode

