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13
14<h1 align="left">GXPeekZ</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXPeekZ( u16 x, u16 y, u32* z );
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<TABLE class="arguments" border="1" >
25  <tr>
26<TH>x</TH>
27<TD>The x coordinate, in pixels; 0 &lt;= <SPAN class="argument">x</SPAN> &lt;= 639</TD>
28  </tr>
29  <tr>
30<TH>y</TH>
31<TD>The y coordinate, in lines; 0 &lt;= <SPAN class="argument">y</SPAN> &lt;= 527</TD>
32  </tr>
33  <tr>
34<TH>z</TH>
35    <TD>
36Pointer to a returned Z value. Z value will be read from position (x, y) in the EFB.<br>The returned Z value will be in the range 0x00000000 &lt;= <SPAN class="argument">z</SPAN> &lt;= 0x00FFFFFF.</TD>
37  </tr>
38</TABLE>
39
40<h2>Return Values</h2>
41<p>None.</p>
42
43<H2>Description</H2>
44<P>This function loads a <SPAN class="argument">z</SPAN> value from the Embedded Frame Buffer (EFB) at position <SPAN class="argument">x</SPAN>, <SPAN class="argument">y</SPAN> directly into the CPU. The <SPAN class="argument">z</SPAN> value is the raw integer value from the Z buffer. The value range is 24-bit when reading from the non-antialiased frame buffer.</P>
45<P>When an antialiased frame buffer is read, sub-sample 0 is read and returned. The value is in compressed 16-bit form. To convert the compressed value to a plain 24-bit integer, use the <A href="GXDecompressZ16.html"><CODE>GXDecompressZ16</CODE></A> function.</P>
46
47<h2>See Also</h2>
48<P class="reference">
49<A href="GXPokeZ.html">GXPokeZ</A>,
50<A href="GXDecompressZ16.html">GXDecompressZ16</A>
51</P>
52
53<h2>Revision History</h2>
54<p>
552006/03/01 Initial version.<br>
56</p>
57
58<hr><p>CONFIDENTIAL</p></body>
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