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8<TITLE>GXAbortFrame</TITLE>
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11<H1 align="left">GXAbortFrame</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15<PRE><CODE>#include &lt;revolution/gx.h&gt;</CODE></PRE>
16  <DD>
17<PRE><CODE>void GXAbortFrame( void );</CODE></PRE>
18</DL>
19<H2>Arguments</H2>
20<P>None</P>
21<H2>Return Values</H2>
22<P>None</P>
23<H2>Description</H2>
24<P>This function will abort the current frame.&nbsp;When this function is called, it will reset the entire graphics pipeline, including any commands in the graphics FIFO that are not processed by the graphics processor yet. This command is intended to be used where an application should terminate current graphics task immediately and move to next process. For example, such case is considered to happen in games where the designers would rather drop some graphics than drop frames.</P>
25<P>This command resets all states in the graphics processor, so the application cannot count on retained state from frame to frame. Since it might also raise some inconsistencies with shadowed states in the GX library, it's recommended that you would set up all graphics states again after <code>GXAbortFrame</code> is called.</P>
26<P> Texture memory will not be reset, so currently loaded textures will still be valid. However, when loading texture using <a href="../Texture/GXPreLoadEntireTexture.html"><code>GXPreLoadEntireTexture</code></a> or TLUTs using <a href="../Texture/GXLoadTlut.html"><code>GXLoadTlut</code></a>, you must make sure the command completed before <code>GXAbortFrame</code> is called.&nbsp;(For such a purpose, you can use the draw sync mechanism to do this,  see <a href="GXSetDrawSync.html"><code>GXSetDrawSync</code></a> and <a href="GXReadDrawSync.html"><code>GXReadDrawSync</code></a>.)</P>
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29<H2>See Also</H2>
30<H2>Revision History</H2>
31<P>2006/03/01 Initial version.</P>
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33<P>CONFIDENTIAL</p>
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