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8<TITLE>GXLoadPosMtxImm</TITLE>
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11<H1 align="left">GXLoadPosMtxImm</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15<PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE>
16  <DD>
17<PRE><CODE>void GXLoadPosMtxImm(
18const f32   mtxPtr[3][4],
19u32         <A href="../Enumerated_Types/GXPosNrmMtx.html">id</A> );</CODE></PRE>
20</DL>
21<H2>Arguments</H2>
22<TABLE border="1" cellpadding="3" cellspacing="0.1">
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24    <TR>
25<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>mtxPtr</FONT></STRONG></EM></TD>
26<TD width="520">Specifies a pointer to the matrix data.</TD>
27    </TR>
28    <TR>
29<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>id</FONT></STRONG></EM></TD>
30<TD width="520"><CODE>Specifies the matrix name.&nbsp;Can specify a value enumerated by <CODE><A href="../Enumerated_Types/GXPosNrmMtx.html">GXPosNrmMtx</A></CODE>.</TD>
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32  </TBODY>
33</TABLE>
34<H2>Return Values</H2>
35<P>None.</P>
36<H2>Description</H2>
37<P>This function is used to load a 3x4 modelview matrix <em><strong><code>mtxPtr</code></strong></em> into matrix memory at location <em><strong><code>id</code></strong></em>.&nbsp;This matrix is used for converting vertex coordinate in model space to view space, either by making the matrix the current one (see <a href="GXSetCurrentMtx.html"><code>GXSetCurrentMtx</code></a> function), or by setting a matrix <code><em><strong>id</strong></em></code> for each vertex.&nbsp;<code><em><strong>id</strong></em></code> indicates the location in the matrix memory, enumerated by <a href="../Enumerated_Types/GXPosNrmMtx.html"><code>GXPosNrmMtx</code></a>.&nbsp; </P>
38<P>You can also load a normal matrix (<a href="GXLoadNrmMtxImm.html"><code>GXLoadNrmMtxImm</code></a> or <a href="GXLoadNrmMtxIndx3x3.html"><code>GXLoadNrmMtxIndx3x3</code></a>) to the same <code><em><strong>id</strong></em></code>.  Generally, the normal matrix will be the inverse transpose of the position matrix. The normal matrix is used for <a href="../toc.html#Lighting">vertex lighting</a>.&nbsp;In cases where the modelview and inverse transpose of the modelview (excluding translation) are the same, you can load the same matrix for both position and normal transforms.</P>
39<P>The matrix data is copied from DRAM through the CPU cache into the graphics FIFO, &nbsp;so matrices loaded using this function are always coherent with the CPU cache.</P>
40<H2>See Also</H2>
41<P><a href="GXSetCurrentMtx.html">GXSetCurrentMtx</a><br> <a href="GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</a></P>
42<H2>Revision History</H2>
43<P>03/01/2006 Initial version.</P>
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