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14<h1 align="left">GXLoadNrmMtxImm</h1>
15
16<h2>C Specification</h2>
17
18<dl>
19<dd><pre><CODE>#include &lt;revolution/gx.h&gt;</CODE></pre>
20  </dd>
21<dd><pre><CODE>void GXLoadNrmMtxImm(
22const f32   mtxPtr[3][4],
23u32         <A href="../Enumerated_Types/GXPosNrmMtx.html">id</A> );</CODE></pre>
24  </dd>
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26
27<h2>Arguments</h2>
28<TABLE border="1" cellpadding="3" cellspacing="0.1">
29  <tr>
30<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>mtxPtr</font></strong></em></TD>
31<TD width="520">Specifies a pointer to the matrix data</TD>
32    </tr>
33  <tr>
34<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>id</font></strong></em></TD>
35<TD width="520">Specifies the matrix name&nbsp;Can specify a value enumerated in <CODE><A href="../Enumerated_Types/GXPosNrmMtx.html">GXPosNrmMtx</A></CODE></TD>
36    </tr>
37</TABLE>
38<h2>Return Values</h2>
39
40<p>None</p>
41<H2>Description</H2>
42<P>This function is used to load a 3x3 normal transform matrix into matrix memory at location <em><strong><code>id</code></strong></em> from the 3x4 matrix <em><strong><code>mtxPtr</code></strong></em>.&nbsp;This matrix is used to transform normals in model space to view space, either by making it the current matrix (see <a href="GXSetCurrentMtx.html"><code>GXSetCurrentMtx</code></a>), or by setting a matrix <code><em><strong>id</strong></em></code> for each vertex.&nbsp;The translation terms in the 3x4 matrix are not needed for normal rotation and are ignored during the load.&nbsp;The argument <code><em><strong>id</strong></em></code> enumerated in <a href="../Enumerated_Types/GXPosNrmMtx.html"><code>GXPosNrmMtx</code></a> points to the load destination matrix location in the matrix memory. </P>
43<P>You can also load a position coordinate matrix (<a href="GXLoadPosMtxImm.html"><code>GXLoadPosMtxImm</code></a>) to the same <code><em><strong>id</strong></em></code>.  Usually, the normal matrix will be the inverse transpose of the position (modelview) matrix and is used during <a href="../toc.html#Lighting">vertex lighting</a>.&nbsp;In cases where the modelview and the inverse transpose of the modelview matrix (excluding translation) are the same, the same matrix can be loaded for both normal and position matrices.</P>
44<P>To load a normal matrix from a 3x3 matrix, use <a href="GXLoadNrmMtxImm3x3.html"><code>GXLoadNrmMtxImm3x3</code></a>.</P>
45<P>The matrix data is copied from main memory or the CPU cache into the graphics FIFO, &nbsp;so matrices loaded using this function are always coherent with the CPU cache.</P>
46
47<h2>See Also</h2>
48
49<p><a href="GXSetCurrentMtx.html">GXSetCurrentMtx</a><br> <a href="GXLoadPosMtxImm.html">GXLoadPosMtxImm</a></p>
50<H2>Revision History</H2>
51<P>03/01/2006 Initial version.</P>
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