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 13<H2>Syntax</H2> 14<dl><dd><pre class="construction"> 15#include <revolution/gd.h> 16 17void GDSetTexPreLoaded ( 18 <A href="../gx/Enumerated_Types/GXTexMapID.html">GXTexMapID</A> id, 19 u32 tmem_even, 20 u32 tmem_odd ); 21</pre></dd></dl> 22 23<H2>Arguments</H2> 24<TABLE class="arguments" border="1" > 25 <TBODY> 26 <TR> 27<TH>id</TH> 28<TD>The hardware texture map <a href="../gx/Enumerated_Types/GXTexMapID.html">ID</a> to change.</TD> 29 </TR> 30 <TR> 31<TH>tmem_even</TH> 32<TD>Base pointer in Texture Memory for even LODs (refer to <a href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules">table</a>). Should be 32-byte aligned.</TD> 33 </TR> 34 <TR> 35<TH>tmem_odd</TH> 36<TD>Base pointer in Texture Memory for the odd LODs (refer to <a href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules">table</a>). Should be 32-byte aligned.</TD> 37 </TR> 38 </TBODY> 39</TABLE> 40 41<H2>Return Values</H2> 42<P>None.</P> 43 44<H2>Description</H2> 45<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> 46<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> function sets the texture map to cache. In either case, the texture must be bound to a particular region of TMEM.</P> 47<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 rules governing this, refer to <a href="../gx/Texture/GXInitTexPreLoadRegion.html#TMEM_rules"><code>GXInitTexPreLoadRegion</code></a> function.</P> 48 49<H2>See Also</H2> 50<P class="reference"> 51<A href="../gx/Texture/GXInitTexPreLoadRegion.html">GXInitTexPreLoadRegion</A>, 52<A href="GDSetTexCached.html">GDSetTexCached</A> 53</P> 54 55<H2>Revision History</H2> 56<P> 572006/03/01 Initial version.<br> 58</P> 59 60<hr><p>CONFIDENTIAL</p></body> 61</HTML>