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>GXLoadTexObjPreLoaded</title> 10</head> 11 12<body> 13 14<h1 align="left">GXLoadTexObjPreLoaded</h1> 15 16 17<h2>C Specification</h2> 18 19<dl> 20<dd><pre><CODE>#include <revolution/gx.h></CODE></pre> 21 </dd> 22<dd><pre><CODE>void GXLoadTexObjPreLoaded( 23const <a href="../Structures/GXTexObj.html">GXTexObj</a>* obj, 24const <a href="../Structures/GXTexRegion.html">GXTexRegion</a>* region, 25<a href="../Enumerated_Types/GXTexMapID.html">GXTexMapID</a> id );</CODE></pre> 26 </dd> 27</dl> 28<h2>Arguments</h2> 29<TABLE border="1" cellpadding="3" cellspacing="0.1"> 30 <tr> 31<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>obj</CODE></strong></em></TD> 32<TD width="520">Pointer to the texture object that describes the texture and its properties.</TD> 33 </tr> 34 <tr> 35<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>region</CODE></strong></em></TD> 36<TD width="520">Pointer to a region object that describes the texture memory region.</TD> 37 </tr> 38 <tr> 39<TD width="120" valign="top" bgcolor="#ffffe8"><em><strong><CODE>id</CODE></strong></em></TD> 40<TD width="520">Texture name referenced by the texture environment (TEV) stage.</TD> 41 </tr> 42</TABLE> 43<h2>Return Values</h2> 44 45<p>None.</p> 46<H2>Description</H2> 47<P>This function loads the state describing a preloaded texture into one of eight hardware register sets. Before this happens, the texture object, <code><em><strong>obj</strong></em></code>, should be initialized using <a href="GXInitTexObj.html"><code>GXInitTexObj</code></a> or <a href="GXInitTexObjCI.html"><code>GXInitTexObjCI</code></a>. The <code><em><strong>id</strong></em></code> argument refers to the texture state register set. The texture should be loaded beforehand using <a href="GXPreLoadEntireTexture.html"><code>GXPreLoadEntireTexture</code></a>.</P> 48<P>Once loaded, the texture can be used in any texture environment (TEV) stage using the <a href="../Tev/GXSetTevOrder.html"><code>GXSetTevOrder</code></a> function. <a href="../Management/GXInit.html"><code>GXInit</code></a> initially calls <a href="../Tev/GXSetTevOrder.html"><code>GXSetTevOrder</code></a> to make a simple texture pipeline that associates <code>GX_TEXMAP0</code> with <code>GX_TEVSTAGE0</code>, <code>GX_TEXMAP1</code> with <code>GX_TEVSTAGE1</code>, etc.</P> 49<P><B>Note:</B> <a href="GXLoadTexObjPreLoaded.html"><code>GXLoadTexObjPreLoaded</code></a> will not call the functions set by <a href="../Texture/GXSetTexRegionCallback.html"><code>GXSetTexRegionCallBack</code></a> (and <a href="../Texture/GXSetTlutRegionCallback.html"><code>GXSetTlutRegionCallBack</code></a> if the texture is color index format) because the region is explicitly set. However, these callback functions must be aware of all regions that are preloaded. The default callbacks set by <code><a href="../Management/GXInit.html">GXInit</a></code> assume there are <em>no preloaded regions</em>.</P> 50 51<h2>See Also</h2> 52 53<p><a href="GXPreLoadEntireTexture.html">GXPreLoadEntireTexture</a><br> <a href="../Tev/GXSetTevOrder.html">GXSetTevOrder</a><br> <a href="../Management/GXInit.html">GXInit</a><br> <a href="GXInitTexObj.html">GXInitTexObj</a><br> <a href="GXInitTexObjCI.html">GXInitTexObjCI</a><br> <a href="../Texture/GXSetTexRegionCallback.html">GXSetTexRegionCallBack</a><br> <a href="../Texture/GXSetTlutRegionCallback.html">GXSetTlutRegionCallBack</a></p> 54<H2>Revision History</H2> 55<P>03/01/2006 Initial version.</P> 56</BODY> 57</HTML>