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8<TITLE>GDSetTexPreLoaded</TITLE>
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11<H1 align="left">GDSetTexPreLoaded</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15  <PRE><CODE>#include &lt;revolution/gd.h&gt;</CODE></PRE>
16  <DD>
17  <PRE><CODE>void GDSetTexPreLoaded (
18    <A href="../gx/Enumerated_Types/GXTexMapID.html">GXTexMapID</A> id,
19    u32 tmem_even,
20    u32 tmem_odd );</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><STRONG><EM><CODE>id</CODE></EM></STRONG></FONT></STRONG></EM></TD>
27<TD width="520">Hardware texture map <a href="../gx/Enumerated_Types/GXTexMapID.html">ID</a> to change.</TD>
28    </TR>
29    <TR>
30<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>tmem_even</CODE></EM></STRONG></FONT></STRONG></EM></TD>
31<TD width="520">Base pointer in texture memory for even numbered LOD (refer to this <a     href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules">table</a>). Should be 32-byte aligned.</TD>
32    </TR>
33    <TR>
34<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>tmem_odd</CODE></EM></STRONG></FONT></STRONG></EM></TD>
35<TD width="520">Base pointer in texture memory for odd-numbered LOD (refer to this <a     href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules">table</a>). Should be 32-byte aligned.</TD>
36    </TR>
37  </TBODY>
38</TABLE>
39<H2>Return Values</H2>
40<P>None.</P>
41<H2>Description</H2>
42<P>This function is used to set a specified hardware texture map ID as preloaded and to bind the texture to a given region of texture memory (TMEM). Unlike the GX library, which uses texture objects, GD functions set the hardware registers directly.</P>
43<P>A specified texture map can either be cached or preloaded. A cached texture resides in main memory and uses TMEM as a cache. A preloaded texture resides entirely in TMEM. This function sets the texture map to preload, while <a href="GDSetTexCached.html"><code>GDSetTexCached</code></a> sets the texture map to cache. In either case, the texture must be bound to a particular region of TMEM.</P>
44<P>TMEM is divided into low order and high order banks. The texture may be split between the banks depending upon the texture format. For the management rules, refer to <a href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules"><code>GXInitTexPreLoadRegion</code></a>.</P>
45<H2>See Also</H2>
46<P><A href="../gx/Texture/GXInitTexPreLoadRegion.html"><CODE>GXInitTexPreLoadRegion</CODE></A><BR> <BR> <A href="GDSetTexCached.html"><CODE>GDSetTexCached</CODE></A></P>
47<H2>Revision History</H2>
48<P>2006/03/01 Initial version.</P>
49<hr>
50<P>CONFIDENTIAL</p>
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