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8<TITLE>GXLoadTexMtxImm</TITLE>
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11<H1 align="left">GXLoadTexMtxImm</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 GXLoadTexMtxImm(
18f32             mtxPtr[][4],
19u32             <A href="../Enumerated_Types/GXTexMtx.html">id</A>,
20<A href="../Enumerated_Types/GXTexMtxType.html">GXTexMtxType</A>    type );</CODE></PRE>
21</DL>
22<H2>Arguments</H2>
23<TABLE border="1" cellpadding="3" cellspacing="0.1">
24  <TBODY>
25    <TR>
26<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>mtxPtr</FONT></STRONG></EM></TD>
27<TD width="520">Specifies a pointer to the matrix data.</TD>
28    </TR>
29    <TR>
30<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>id</FONT></STRONG></EM></TD>
31<TD width="520">Specifies the matrix <A href="../Enumerated_Types/GXTexMtx.html">name</A>.</TD>
32    </TR>
33    <TR>
34<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE>type</FONT></STRONG></EM></TD>
35<TD width="520"><CODE>matrix type.</CODE></TD>
36    </TR>
37  </TBODY>
38</TABLE>
39<H2>Return Values</H2>
40<P>None.</P>
41<H2>Description</H2>
42<P>This function loads a texture matrix <em><strong><code>mtxPtr</code></strong></em> into the matrix memory at location <em><strong><code>id</code></strong></em>.&nbsp;The matrix loaded can be either a 2x4 or 3x4 matrix as indicated by <code><em><strong>type</strong></em></code>.  The allowed values of <em><strong><code>id</code></strong></em> are enumerated in <a href="../Enumerated_Types/GXTexMtx.html"><code>GXTexMtx</code></a>. You can use the loaded matrix to transform texture coordinates, or to generate texture coordinates from position or normal vectors.&nbsp;Such generated texture coordinates are used for projected textures, reflection mapping, etc.&nbsp;See <a href="../TexCoordGen/GXSetTexCoordGen.html"><code>GXSetTexCoordGen</code></a> for more details.</P>
43<P>Texture matrices can be either 2x4 or 3x4.&nbsp;<code>GX_MTX_2x4</code> matrices can be used for simple translations and/or rotations of texture coordinates.&nbsp;<code>GX_MTX_3x4</code> matrices are used when projection is required.</P>
44<P>The default matrix memory configuration allows for ten (3x4 or 2x4) texture matrices, and a 3x4 identity matrix.&nbsp;The <code>GX_IDENTITY</code> matrix is preloaded by <a href="../Management/GXInit.html"><code>GXInit</code></a>.</P>
45<H2>See Also</H2>
46<P><a href="GXSetCurrentMtx.html">GXSetCurrentMtx</a><br> <a href="GXLoadPosMtxImm.html">GXLoadPosMtxImm</a><br> <a href="GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</a><br> <a href="../TexCoordGen/GXSetTexCoordGen.html">GXSetTexCoordGen</a></P>
47<H2>Revision History</H2>
48<P>03/01/2006 Initial version.</P>
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