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7<title>UpdateBuffer</title>
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10<h1><CODE>nn::gx::CTR::UpdateBuffer</CODE> Function</h1>
11<h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14void UpdateBuffer(
15     const void * pBuffer,
16     size_t size
17);
18</pre>
19    </div>
20<h2>Arguments</h2>
21    <div class="section">
22      <table class="arguments">
23        <thead>
24          <tr>
25            <td width="15" />
26<th>Name</th>
27<td>Description</td>
28          </tr>
29        </thead>
30        <tr>
31<td>in</td>
32<th>pBuffer</th>
33<td>Pointer to the start of the buffer.</td>
34        </tr>
35        <tr>
36<td>in</td>
37<th>size</th>
38<td>Buffer size.</td>
39        </tr> </table>
40    </div>
41<h2>Return Values</h2>
42    <div class="section">
43None.
44               </div>
45<h2>Description</h2>
46    <div class="section">
47<p>Applies to the graphics processor the updates that have been made to the contents of the vertex buffer and texture buffer in main memory. </p><p>
48Specifically speaking, internal processing consists of flushing the cache, but Nintendo does not support using this function as a generic means of flushing the cache.
49            </p><p>
50Only use this function to reflect CPU changes to the vertex and texture buffers in the GPU.
51            </p></div>
52<h2>Revision History</h2>
53    <div class="section">
54      <dl class="history">
55        <dt>2010/10/25</dt>
56<dd>Initial version.<br />
57        </dd>
58      </dl>
59    </div>
60  <hr><p>CONFIDENTIAL</p></body>
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