1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 9<title>GXPokeZ</title> 10</head> 11 12<body> 13 14<h1 align="left">GXPokeZ</h1> 15 16 17<h2>C Specification</h2> 18 19<dl> 20<dd><PRE><CODE>#include <revolution/gx.h></CODE></PRE></dd> 21<dd><pre><CODE>void GXPokeZ( u16 x, u16 y, u32 z );</CODE></pre> 22 </dd> 23</dl> 24 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 <CODE>0 <= x <= 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 <CODE>0 <= y <= 527</CODE></TD> 34 </tr> 35 <tr> 36<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong>z</strong></em></TD> 37<TD width="520">Integer z value to write at position (x,y) in the EFB. 0x00000000 <= <code><em><strong>z</strong></em></code> <= 0x00FFFFFF.</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>z</code></strong></em> value directly to the Embedded Frame Buffer (EFB) at position <em><strong><code>x,y</code></strong></em>. The <em><strong><code>z</code></strong></em> value can be compared with the current contents of the EFB. The Z compare fuction is set using <code><a href="GXPokeZMode.html">GXPokeZMode</a></code>. The <code><em><strong>z</strong></em></code> value should be in the range of 0x00000000 <= <CODE><EM><STRONG>z</STRONG></EM></CODE> < 0x00FFFFFF for the non-antialiased frame buffer.</P> 45<P>For an antialiased frame buffer, the <code><em><strong>z</strong></em></code> value should be in the compressed 16-bit format (0x00000000 <= <CODE><EM><STRONG>z</STRONG></EM></CODE> <= 0x0000FFFF) and the poke will affect all three subsamples of a pixel. To convert a 24-bit integer value into compressed 16-bit form, use <code><a href="GXCompressZ16.html">GXCompressZ16</a></code>.</P> 46 47 48 49 50<h2>See Also</h2> 51<P><code><a href="GXPeekZ.html">GXPeekZ</a></code><br> <code><a href="GXCompressZ16.html">GXCompressZ16</a></code></P> 52<H2>Revision History</H2> 53<p>2006/03/01 Initial version.</P> 54<hr> 55<P>CONFIDENTIAL</p> 56</BODY> 57</HTML> 58