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LoopModes

animationConstants.hpp

Loop modes for animation playback These modes control how animations repeat when they reach the end, providing different behaviors for continuous animation playback.

LoopOnce 0 Play animation once and stop
LoopRepeat 1 Repeat animation from beginning
LoopPingPong 2 Reverse direction and repeat

InterpolationModes

animationConstants.hpp

Interpolation modes for keyframe animation tracks These modes control how values are interpolated between keyframes, providing different animation behaviors for smooth or discrete transitions.

InterpolateDiscrete 0 No interpolation - discrete steps
InterpolateLinear 1 Linear interpolation between keyframes
InterpolateSmooth 2 Smooth interpolation with easing

EndingModes

animationConstants.hpp

Ending modes for animation interpolation These modes control how animations behave at the beginning and end of keyframe sequences, affecting the interpolation curve behavior.

ZeroCurvatureEnding 0 Zero curvature at endpoints
ZeroSlopeEnding 1 Zero slope at endpoints
WrapAroundEnding 2 Wrap around to beginning

AnimationBlendModes

animationConstants.hpp

Animation blend modes for mixing multiple animations These modes control how multiple animations are combined when playing simultaneously, providing different blending behaviors.

NormalAnimationBlendMode 0 Normal blending - replace values
AdditiveAnimationBlendMode 1 Additive blending - add values

Blending

material.hpp

Blending modes supported by the GameCube TEV unit These blending modes map to GameCube's hardware capabilities while providing Three.js-like functionality for material rendering.

NORMAL_BLENDING 0 Default blending - alpha blend or no blend
ADDITIVE_BLENDING 1 Additive blending - colors are added
SUBTRACTIVE_BLENDING 2 Subtractive blending - colors are subtracted
MULTIPLY_BLENDING 3 Multiply blending - colors are multiplied
CUSTOM_BLENDING 4 Custom blending using manual blend factors

Side

material.hpp

Which sides of faces should be rendered

FRONT_SIDE 0 Render front faces only
BACK_SIDE 1 Render back faces only
DOUBLE_SIDE 2 Render both sides

DepthFunc

material.hpp

Depth testing functions

NEVER_DEPTH 0 Never pass depth test
LESS_DEPTH 1 Pass if incoming < stored
EQUAL_DEPTH 2 Pass if incoming == stored
LESS_EQUAL_DEPTH 3 Pass if incoming <= stored (default)
GREATER_DEPTH 4 Pass if incoming > stored
NOT_EQUAL_DEPTH 5 Pass if incoming != stored
GREATER_EQUAL_DEPTH 6 Pass if incoming >= stored
ALWAYS_DEPTH 7 Always pass depth test

PropertyType

propertyBinding.hpp

Enumeration of property types for fast property access

None 0
PositionX 1
PositionY 2
PositionZ 3
RotationX 4
RotationY 5
RotationZ 6
ScaleX 7
ScaleY 8
ScaleZ 9
QuaternionX 10
QuaternionY 11
QuaternionZ 12
QuaternionW 13

BindMode

skinnedMesh.hpp

Determines how the skinned mesh shares world space with the skeleton

AttachedBindMode 0 shares world space with skeleton
DetachedBindMode 1 independent world space

Wrapping

texture.hpp

Texture wrapping modes for UV coordinates

ClampToEdge 0 clamp texture coordinates to edge
RepeatWrapping 1 repeat texture coordinates
MirroredRepeat 2 mirror and repeat texture coordinates

Filter

texture.hpp

Texture filtering modes for minification and magnification

NearestFilter 0 nearest neighbor filtering
LinearFilter 1 linear filtering
NearestMipmapNearest 2 nearest mipmap nearest filter
LinearMipmapNearest 3 linear mipmap nearest filter
NearestMipmapLinear 4 nearest mipmap linear filter
LinearMipmapLinear 5 linear mipmap linear filter

Format

texture.hpp

Texture pixel format for image data

AlphaFormat 0 alpha channel only
RGBFormat 1 red green blue channels
RGBAFormat 2 red green blue alpha channels
LuminanceFormat 3 grayscale luminance
LuminanceAlphaFormat 4 grayscale luminance with alpha

Type

texture.hpp

Texture data type for pixel components

UnsignedByteType 0 unsigned 8-bit integer
ByteType 1 signed 8-bit integer
ShortType 2 signed 16-bit integer
UnsignedShortType 3 unsigned 16-bit integer
IntType 4 signed 32-bit integer
UnsignedIntType 5 unsigned 32-bit integer
FloatType 6 32-bit floating point