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14<h1 align="left">GXPokeARGB</h1>
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16
17<h2>C Specification</h2>
18
19<dl>
20<dd><PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE></dd>
21<dd><pre><CODE>void GXPokeARGB( u16 x, u16 y, u32 color );</CODE></pre>
22  </dd>
23</dl>
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25<h2>Arguments</h2>
26<TABLE border="1" cellpadding="3" cellspacing="0.1">
27  <tr>
28<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong>x</strong></em></TD>
29<TD width="520">The x coordinate, in pixels&nbsp; <CODE>0 &lt;= x &lt;= 639</CODE></TD>
30    </tr>
31  <tr>
32<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong>y</strong></em></TD>
33<TD width="520">The y coordinate, in lines&nbsp; <CODE>0 &lt;= y &lt;= 527</CODE></TD>
34    </tr>
35  <tr>
36<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong>color</strong></em></TD>
37<TD width="520">A u32 color in ARGB format.</TD>
38    </tr>
39</TABLE>
40<h2>Return Values</h2>
41
42<p>None.</p>
43<H2>Description</H2>
44<P>This function allows the CPU to write a <em><strong><code>color</code></strong></em> value directly to the embedded frame buffer (EFB) at position <em><strong><code>x,y</code></strong></em>. The alpha value of <em><strong><code>color</code></strong></em> can be compared with the current alpha threshold. For more information, see <a href="GXPokeAlphaMode.html"><code>GXPokeAlphaMode</code></a>. The color will be blended into the EFB using the blend mode set by <code><a href="GXPokeBlendMode.html">GXPokeBlendMode</a></code>.</P>
45<P>For an antialiased frame buffer, all three subsamples of a pixel are affected by the poke. The color should be specified in 32-bit format.</P>
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50<h2>See Also</h2>
51<P><a href="GXPokeZ.html">GXPokeZ</a><br> <a href="GXPeekARGB.html">GXPeekARGB</a><br></P>
52<H2>Revision History</H2>
53<p>2006/03/01 Initial version.</P>
54<hr>
55<P>CONFIDENTIAL</p>
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