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( 18 f32 mtxPtr[][4], 19 u32 id, 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 name. </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 2x4 or 3x4, as indicated by <CODE><EM><STRONG>type</STRONG></EM></CODE>. The allowed matrix names of <EM><STRONG><CODE>id</CODE></STRONG></EM> are enumerated in <CODE><A href="../Enumerated_Types/GXTexMtx.html">GXTexMtx</A></CODE> as well as <CODE><a href="../Enumerated_Types/GXPTTexMtx.html">GXPTexMtx</a></CODE>. 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>2007/06/11 Clarified that the index of the post-transform texture matrix can be specified for the second argument in addition to the index of the texture matrix (also added a link).<br>2006/03/01 Initial version.</P> 49<hr> 50<P>CONFIDENTIAL</p> 51</BODY> 52</HTML>