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 http-equiv="Content-Style-Type" content="text/css"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<LINK rel="stylesheet" type="text/css" href="../CSS/revolution.css"> 8<TITLE>GDSetTexPreLoaded</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GDSetTexPreLoaded</H1> 12<H2>C Specification</H2> 13<DL> 14 <DD> 15 <PRE><CODE>#include <revolution/gd.h></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> 51</BODY> 52</HTML>