1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 8<TITLE>GXLoadTexMtxImm</TITLE> 9</HEAD> 10<BODY> 11<H1 align="left">GXLoadTexMtxImm</H1> 12 13<H2>Syntax</H2> 14<dl><dd><pre class="construction"> 15#include <revolution/gx.h> 16 17void GXLoadTexMtxImm( 18 f32 mtxPtr[][4], 19 u32 id, 20 <A href="../Enumerated_Types/GXTexMtxType.html">GXTexMtxType</A> type ); 21</pre></dd></dl> 22 23<H2>Arguments</H2> 24<TABLE class="arguments" border="1" > 25 <TBODY> 26 <TR> 27<TH>mtxPtr</TH> 28<TD>Specifies a pointer to the matrix data.</TD> 29 </TR> 30 <TR> 31<TH>id</TH> 32<TD>Specifies the matrix name. </TD> 33 </TR> 34 <TR> 35<TH>type</TH> 36<TD>matrix type</TD> 37 </TR> 38 </TBODY> 39</TABLE> 40 41<H2>Return Values</H2> 42<P>None.</P> 43 44<H2>Description</H2> 45<P>This function loads a texture matrix, <SPAN class="argument">mtxPtr</SPAN>, into the matrix memory at location, <SPAN class="argument">id</SPAN>. The loaded matrix can be either a 2x4 matrix or a 3x4 matrix, as indicated by <SPAN class="argument">type</SPAN>. The usable matrix names for <SPAN class="argument">id</SPAN> are enumerated in <A href="../Enumerated_Types/GXTexMtx.html"><CODE>GXTexMtx</CODE></A> and <a href="../Enumerated_Types/GXPTTexMtx.html"><CODE>GXPTTexMtx</CODE></a>. You can use the loaded matrix to transform texture coordinates, or to generate texture coordinates from position or normal vectors. Such generated texture coordinates are used for projected textures, reflection mapping, etc. See the <A href="../TexCoordGen/GXSetTexCoordGen.html"><CODE>GXSetTexCoordGen</CODE></A> function for more details.</P> 46<P>Texture matrices can be either 2x4 or 3x4. <CODE>GX_MTX_2x4</CODE> matrices can be used for simple translations and/or rotations of texture coordinates. <CODE>GX_MTX_3x4</CODE> matrices are used when projection is required.</P> 47<P>The default matrix memory configuration allows for ten (3x4 or 2x4) texture matrices, and one 3x4 identity matrix. The <CODE>GX_IDENTITY</CODE> matrix is preloaded by the <A href="../Management/GXInit.html"><CODE>GXInit</CODE></A> function.</P> 48 49<H2>See Also</H2> 50<P class="reference"> 51<A href="GXSetCurrentMtx.html">GXSetCurrentMtx</A>, 52<A href="GXLoadPosMtxImm.html">GXLoadPosMtxImm</A>, 53<A href="GXLoadNrmMtxImm.html">GXLoadNrmMtxImm</A>, 54<A href="../TexCoordGen/GXSetTexCoordGen.html">GXSetTexCoordGen</A> 55</P> 56 57<H2>Revision History</H2> 58<P> 592007/06/11 Clarified that the index of the post-transform texture matrix can be specified for the second argument in addition to the index of the texture matrix (also added a link).<br>2006/03/01 Initial version.<br> 60</P> 61 62<hr><p>CONFIDENTIAL</p></body> 63</HTML>