1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<LINK rel="stylesheet" type="text/css" href="../../../CSS/revolution.css"> 9<title>tex-fmt-cube</title> 10</head> 11 12<body> 13 14<h1 align="left">tex-fmt-cube</h1> 15 16 17 18<h2>Description</h2> 19 20<p>This program tests various texture formats. The texture is mapped on a cube. Almost all formats (except C14X2, Z textures) can be checked. This sample demo only displays simple patterns and does not use the TPL file (the TPL version is <CODE>tex-test02</CODE>).</p> 21 22<h2>Coverage</h2> 23<TABLE border="1" cellpadding="3" cellspacing="0.1" width="640"> 24 <tr> 25<TD width="30%" bgcolor="#C0C0C0"><EM><STRONG>Function</STRONG></EM></TD> 26<TD width="25%" bgcolor="#C0C0C0"><EM><STRONG>Parameters</STRONG></EM></TD> 27<TD width="45%" bgcolor="#C0C0C0"><EM><STRONG>Description</STRONG></EM></TD> 28 </tr> 29 <tr> 30<TD width="30%" rowspan="5"><a href="../../../gx/Texture/GXInitTexObj.html"><code>GXInitTexObj</code></a></TD> 31<TD width="25%">Pointer to image data.</TD> 32<TD width="45%">Appropriate value.</TD> 33 </tr> 34 <tr> 35<TD width="25%">Width and height</TD> 36<TD width="45%">Power of 2 only.</TD> 37 </tr> 38 <tr> 39<TD width="25%">Format</TD> 40<TD width="45%"><code>GX_TF_I4</code>, <code>GX_TF_I8</code>, <code>GX_TF_IA4</code>, <code>GX_TF_IA8</code>, <code>GX_TF_RGB565</code>, <code>GX_TF_RGB5A3</code>, <code>GX_TF_RGBA8</code>, <code>GX_TF_CMPR</code></TD> 41 </tr> 42 <tr> 43<TD width="25%">Wrap mode (s, t).</TD> 44<TD width="45%">Always <code>GX_REPEAT</code>.</TD> 45 </tr> 46 <tr> 47<TD width="25%">Mipmap</TD> 48<TD width="45%">Always <CODE>GX_FALSE</CODE>.</TD> 49 </tr> 50 <tr> 51<TD width="30%" rowspan="6"><a href="../../../gx/Texture/GXInitTexObjCI.html"><code>GXInitTexObjCI</code></a></TD> 52<TD width="25%">Pointer to image data.</TD> 53<TD width="45%">Appropriate value.</TD> 54 </tr> 55 <tr> 56<TD width="25%">Width and height</TD> 57<TD width="45%">Power of 2 only.</TD> 58 </tr> 59 <tr> 60<TD width="25%">Format</TD> 61<TD width="45%"><FONT face="Courier New">GX_TF_C4</FONT>, <FONT face="Courier New">GX_TF_C8</FONT></TD> 62 </tr> 63 <tr> 64<TD width="25%">Wrap mode (s, t).</TD> 65<TD width="45%">Always <code>GX_REPEAT</code>.</TD> 66 </tr> 67 <tr> 68<TD width="25%">Mipmap</TD> 69<TD width="45%">Always <CODE>GX_FALSE</CODE>.</TD> 70 </tr> 71 <tr> 72<TD width="25%">TLUT name</TD> 73<TD width="45%"><code>GX_TLUT0</code>, <code>GX_TLUT1</code></TD> 74 </tr> 75 <tr> 76<TD width="30%"><a href="../../../gx/Texture/GXLoadTexObj.html"><code>GXLoadTexObj</code></a></TD> 77<TD width="25%">Destination texture name.</TD> 78<TD width="45%">Always <CODE>GX_TEXMAP0</CODE>.</TD> 79 </tr> 80 <tr> 81<TD width="30%" rowspan="3"><a href="../../../gx/Texture/GXInitTlutObj.html"><code>GXInitTlutObj</code></a></TD> 82<TD width="25%">Pointer to data.</TD> 83<TD width="45%">Appropriate value.</TD> 84 </tr> 85 <tr> 86<TD width="25%">Format</TD> 87<TD width="45%">Always <CODE>GX_TL_RGB5A3</CODE>.</TD> 88 </tr> 89 <tr> 90<TD width="25%">Number of Entries</TD> 91<TD width="45%">Always 256.</TD> 92 </tr> 93 <tr> 94<TD width="30%"><a href="../../../gx/Texture/GXLoadTlut.html"><code>GXLoadTlut</code></a></TD> 95<TD width="25%">Destination TLUT name.</TD> 96<TD width="45%"><code>GX_TLUT0</code>, <code>GX_TLUT1</code></TD> 97 </tr> 98 <tr> 99<TD width="30%" rowspan="2"><a href="../../../gx/Tev/GXSetTevOp.html"><code>GXSetTevOp</code></a></TD> 100<TD width="25%">TEV stage ID</TD> 101<TD width="45%">Always <FONT face="Courier New">GX_TEVSTAGE0</FONT>.</TD> 102 </tr> 103 <tr> 104<TD width="25%">Operation mode</TD> 105<TD width="45%"><code>GX_REPLACE</code>, <code>GX_DECAL</code></TD> 106 </tr> 107</TABLE> 108<h2>Operation Method</h2> 109 110<p>START exits the test.</p> 111 112<p>The Control Stick rotates the cube.</p> 113<P>The C Stick zooms in/out.</P> 114<p>The A Button changes the texture.</p> 115 116<p>The B Button toggles the TEV mode (for checking the alpha map),</p> 117 118<h2>Snapshot</h2> 119<P>I4 Texture</P> 120<P><IMG src="./images/tex-fmt-cube-0.jpg" alt="tex-fmt-cube-0.jpg (9227 bytes)" WIDTH="320" HEIGHT="240"></p> 121 122<p>IA4 Texture</p> 123 124<P><IMG src="./images/tex-fmt-cube-2.jpg" alt="tex-fmt-cube-2.jpg (11326 bytes)" WIDTH="320" HEIGHT="240"></p> 125 126<p>RGB5A3 Texture</p> 127<P><IMG src="./images/tex-fmt-cube-5.jpg" alt="tex-fmt-cube-5.jpg (8073 bytes)" width="320" height="240"></P> 128<P>Compressed Texture</P> 129<P><IMG src="./images/tex-fmt-cube-7.jpg" alt="tex-fmt-cube-7.jpg (11983 bytes)" width="320" height="240"></P> 130<h2>Data Files Required</h2> 131 132<p>None.</p> 133<H2>Revision History</H2> 134<P>03/01/2006 Initial version.</P> 135</body> 136</html>