/***************************************************************************************************
		Convert from NINGEN		(handB_eye) 																
****************************************************************************************************/

#define	handeye_scale	0.8

static Vtx vtx_handB_eye_0[] = {
	{    266*handeye_scale,    365,     79*handeye_scale,     0,   990,     0,    -1,   -1,   -1,  255}, 
	{    266*handeye_scale,    365,   -319*handeye_scale,     0,     0,     0,    -1,   -1,   -1,  255}, 
	{    -92*handeye_scale,    190,   -319*handeye_scale,     0,     0,   990,    -1,   -1,   -1,  255}, 
	{    -92*handeye_scale,    190,     79*handeye_scale,     0,   990,   990,    -1,   -1,   -1,  255}, 
};



Gfx gfx_handB_eye_1[] = {
	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
	gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0,  0,0,0, 0,0,0),

	gsSPTexture(0xffff,0xffff, 0, 0, G_ON),

	gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32,  0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),

	gs_Tani_LoadTextureImage2(boss_eye1_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
	gsSPVertex(&vtx_handB_eye_0[0],  4, 0), 
	gsSP1Triangle( 0, 1, 2, 0),
	gsSP1Triangle( 0, 2, 3, 0),

	gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),

	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
	gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsSPEndDisplayList() 
};

Gfx gfx_handB_eye_2[] = {
	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
	gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0,  0,0,0, 0,0,0),

	gsSPTexture(0xffff,0xffff, 0, 0, G_ON),

	gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32,  0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),

	gs_Tani_LoadTextureImage2(boss_eye2_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
	gsSPVertex(&vtx_handB_eye_0[0],  4, 0), 
	gsSP1Triangle( 0, 1, 2, 0),
	gsSP1Triangle( 0, 2, 3, 0),

	gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),

	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
	gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsSPEndDisplayList() 
};

Gfx gfx_handB_eye_3[] = {
	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
	gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0,  0,0,0, 0,0,0),

	gsSPTexture(0xffff,0xffff, 0, 0, G_ON),

	gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32,  0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),

	gs_Tani_LoadTextureImage2(boss_eye3_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
	gsSPVertex(&vtx_handB_eye_0[0],  4, 0), 
	gsSP1Triangle( 0, 1, 2, 0),
	gsSP1Triangle( 0, 2, 3, 0),

	gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),

	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
	gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsSPEndDisplayList() 
};

Gfx gfx_handB_eye_4[] = {
	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
	gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0,  0,0,0, 0,0,0),

	gsSPTexture(0xffff,0xffff, 0, 0, G_ON),

	gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32,  0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),

	gs_Tani_LoadTextureImage2(boss_eye4_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
	gsSPVertex(&vtx_handB_eye_0[0],  4, 0), 
	gsSP1Triangle( 0, 1, 2, 0),
	gsSP1Triangle( 0, 2, 3, 0),

	gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),

	gsDPPipeSync(),
	gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
	gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ), 
	gsSPEndDisplayList() 
};

