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13
14<h1 align="left">GXPokeZ</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXPokeZ( u16 x, u16 y, u32 z );
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<TABLE class="arguments" border="1" >
25  <tr>
26<TH>x</TH>
27<TD>The x coordinate, in pixels; 0 &lt;= <SPAN class="argument">x</SPAN> &lt;= 639</TD>
28  </tr>
29  <tr>
30<TH>y</TH>
31<TD>The y coordinate, in lines; 0 &lt;= <SPAN class="argument">y</SPAN> &lt;= 527</TD>
32  </tr>
33  <tr>
34<TH>z</TH>
35<TD>Integer z value to write at position (x,y) in the EFB.&nbsp;0x00000000 &lt;= <SPAN class="argument">z</SPAN> &lt;= 0x00FFFFFF.</TD>
36  </tr>
37</TABLE>
38
39<h2>Return Values</h2>
40<p>None.</p>
41
42<H2>Description</H2>
43<P>This function allows the CPU to write a <SPAN class="argument">z</SPAN> value directly to the Embedded Frame Buffer (EFB) at position <SPAN class="argument">x</SPAN>, <SPAN class="argument">y</SPAN>. The <SPAN class="argument">z</SPAN> value can be compared with the current contents of the EFB. The Z compare function is set using the <A href="GXPokeZMode.html"><CODE>GXPokeZMode</CODE></A> function. If using a non-antialiased frame buffer, the <SPAN class="argument">z</SPAN> value must be in the range 0x00000000 &lt;= <SPAN class="argument">z</SPAN> &lt;= 0x00FFFFFF.</P>
44<P>For an antialiased frame buffer, the <SPAN class="argument">z</SPAN> value should be in the compressed 16-bit format (0x00000000 &lt;= <SPAN class="argument">z</SPAN> &lt;= 0x0000FFFF) and the poke will affect all three subsamples of a pixel. To convert a 24-bit integer value into compressed 16-bit form, use the <A href="GXCompressZ16.html"><CODE>GXCompressZ16</CODE></A> function.</P>
45
46<h2>See Also</h2>
47<P class="reference">
48<A href="GXPeekZ.html">GXPeekZ</A>,
49<A href="GXCompressZ16.html">GXCompressZ16</A>
50</P>
51
52<H2>Revision History</H2>
53<P>
542006/03/01 Initial version.<br>
55</P>
56
57<hr><p>CONFIDENTIAL</p></body>
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