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9<title>GXLoadLightObjIndx</title>
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14<h1 align="left">GXLoadLightObjIndx</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;revolution/gx.h&gt;
19
20void GXLoadLightObjIndx(
21    u32         lt_obj_indx,
22    <a href="../Enumerated_Types/GXLightID.html">GXLightID</a>   light );
23</pre></dd></dl>
24
25<h2>Arguments</h2>
26<TABLE class="arguments" border="1" >
27  <tr>
28<TH>lt_obj_indx</TH>
29<TD>Index of a light object.</TD>
30  </tr>
31  <tr>
32<TH>light</TH>
33<TD>Light <a href="../Enumerated_Types/GXLightID.html">ID</a>. Accepted values are: <code>GX_LIGHT0</code>, <code>GX_LIGHT1</code>, <code>GX_LIGHT2</code>, ... , <code>GX_LIGHT7</code>.</TD>
34  </tr>
35</TABLE>
36
37<h2>Return Values</h2>
38<p>None.</p>
39
40<H2>Description</H2>
41<P>This function instructs the graphics processor to fetch the light object at <SPAN class="argument">lt_obj_indx</SPAN> from the array specified below.</P>
42<P><CODE><A href="../Geometry/GXSetArray.html">GXSetArray</A>(GX_LIGHT_ARRAY, ...);</CODE></P>
43<P>Then it loads the object into the hardware register associated with the <SPAN class="argument">light</SPAN> ID. <BR><BR><STRONG>Note:</STRONG> The data flows directly from the array in DRAM to the graphics processor; therefore, the light object data may not be coherent with the CPU cache.&nbsp;Use caution. The application is responsible for storing the light object data from the CPU cache (using the <A href="../../os/Cache/DCStoreRange.html"><CODE>DCStoreRange</CODE></A> function) before calling the <CODE>GXLoadLightObjIndx</CODE> function.</P>
44
45<h2>See Also</h2>
46<p class="reference">
47<a href="GXLoadLightObjImm.html">GXLoadLightObjImm</a>,
48<a href="GXSetChanCtrl.html">GXSetChanCtrl</a>
49</p>
50
51<H2>Revision History</H2>
52<P>
532006/08/10 Corrected mistake with enum type.<br>2006/03/01 Initial version.<br>
54</P>
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