1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>GXLoadTexMtxImm</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GXLoadTexMtxImm</H1> 12<H2>C Specification</H2> 13<DL> 14 <DD> 15<PRE><CODE>#include <revolution/gx.h></CODE></PRE> 16 <DD> 17<PRE><CODE>void GXLoadTexMtxImm( 18f32 mtxPtr[][4], 19u32 <A href="../Enumerated_Types/GXTexMtx.html">id</A>, 20<A href="../Enumerated_Types/GXTexMtxType.html">GXTexMtxType</A> type );</CODE></PRE> 21</DL> 22<H2>Arguments</H2> 23<TABLE border="1" cellpadding="3" cellspacing="0.1"> 24 <TBODY> 25 <TR> 26<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>mtxPtr</FONT></STRONG></EM></TD> 27<TD width="520">Specifies a pointer to the matrix data.</TD> 28 </TR> 29 <TR> 30<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>id</FONT></STRONG></EM></TD> 31<TD width="520">Specifies the matrix <A href="../Enumerated_Types/GXTexMtx.html">name</A>.</TD> 32 </TR> 33 <TR> 34<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>type</FONT></STRONG></EM></TD> 35<TD width="520"><CODE>matrix type.</CODE></TD> 36 </TR> 37 </TBODY> 38</TABLE> 39<H2>Return Values</H2> 40<P>None.</P> 41<H2>Description</H2> 42<P>This function loads a texture matrix <em><strong><code>mtxPtr</code></strong></em> into the matrix memory at location <em><strong><code>id</code></strong></em>. The matrix loaded can be either a 2x4 or 3x4 matrix as indicated by <code><em><strong>type</strong></em></code>. The allowed values of <em><strong><code>id</code></strong></em> are enumerated in <a href="../Enumerated_Types/GXTexMtx.html"><code>GXTexMtx</code></a>. You can use the loaded matrix to transform texture coordinates, or to generate texture coordinates from position or normal vectors. Such generated texture coordinates are used for projected textures, reflection mapping, etc. See <a href="../TexCoordGen/GXSetTexCoordGen.html"><code>GXSetTexCoordGen</code></a> for more details.</P> 43<P>Texture matrices can be either 2x4 or 3x4. <code>GX_MTX_2x4</code> matrices can be used for simple translations and/or rotations of texture coordinates. <code>GX_MTX_3x4</code> matrices are used when projection is required.</P> 44<P>The default matrix memory configuration allows for ten (3x4 or 2x4) texture matrices, and a 3x4 identity matrix. The <code>GX_IDENTITY</code> matrix is preloaded by <a href="../Management/GXInit.html"><code>GXInit</code></a>.</P> 45<H2>See Also</H2> 46<P><a href="GXSetCurrentMtx.html">GXSetCurrentMtx</a><br> <a href="GXLoadPosMtxImm.html">GXLoadPosMtxImm</a><br> <a href="GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</a><br> <a href="../TexCoordGen/GXSetTexCoordGen.html">GXSetTexCoordGen</a></P> 47<H2>Revision History</H2> 48<P>03/01/2006 Initial version.</P> 49</BODY> 50</HTML>