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>tex-mix-mode</title> 10</head> 11 12<body> 13 14<h1 align="left">tex-mix-mode</h1> 15 16 17 18<h2>Description</h2> 19 20<p>This program tests simultaneous use of preloaded and cached texture. Textured cubes are displayed on the screen. Out of the 16 textures used in this example some are preloaded and others use caches. You can set up to seven preloaded textures up (this program prepares only 8 regions shared for preloading and caching).</p> 21 22<h2>Coverage</h2> 23<TABLE border="1" cellpadding="3" cellspacing="0.1" width="640"> 24 <tr> 25<TD width="30%" bgcolor="#C0C0C0"><EM><STRONG>Function</STRONG></EM></TD> 26<TD width="25%" bgcolor="#C0C0C0"><EM><STRONG>Parameters</STRONG></EM></TD> 27<TD width="45%" bgcolor="#C0C0C0"><EM><STRONG>Description</STRONG></EM></TD> 28 </tr> 29 <tr> 30<TD width="30%" rowspan="5"><a href="../../../gx/Texture/GXInitTexObj.html"><code>GXInitTexObj</code></a></TD> 31<TD width="25%">Pointer to image data.</TD> 32<TD width="45%">Appropriate value.</TD> 33 </tr> 34 <tr> 35<TD width="25%">Width and height</TD> 36<TD width="45%">Fixed.</TD> 37 </tr> 38 <tr> 39<TD width="25%">Format</TD> 40<TD width="45%">Always <FONT face="Courier New">GX_RGB565</FONT>.</TD> 41 </tr> 42 <tr> 43<TD width="25%">Wrap mode (s, t)</TD> 44<TD width="45%">Always <code>GX_REPEAT</code>.</TD> 45 </tr> 46 <tr> 47<TD width="25%">Mipmap</TD> 48<TD width="45%">Always <FONT face="Courier New">GX_TRUE</FONT>.</TD> 49 </tr> 50 <tr> 51<TD width="30%"><a href="../../../gx/Texture/GXInitTexObjUserData.html"><code>GXInitTexObjUserData</code></a></TD> 52<TD width="25%">User data pointer.</TD> 53<TD width="45%"><strong>Existing pointer (to texture region objects).</strong></TD> 54 </tr> 55 <tr> 56<TD width="30%"><a href="../../../gx/Texture/GXGetTexObjUserData.html"><code>GXGetTexObjUserData</code></a></TD> 57<TD width="25%">(No parameter)</TD> 58 <TD width="45%"></TD> 59 </tr> 60 <tr> 61<TD width="30%"><a href="../../../gx/Texture/GXPreLoadEntireTexture.html"><code>GXPreLoadEntireTexture</code></a></TD> 62<TD width="25%">Texture region</TD> 63<TD width="45%">appropriate <CODE>GXTexRegion</CODE> object</TD> 64 </tr> 65 <tr> 66<TD width="30%" rowspan="2"><a href="../../../gx/Texture/GXLoadTexObjPreLoaded.html"><code>GXLoadTexObjPreLoaded</code></a></TD> 67<TD width="25%">Texture region</TD> 68<TD width="45%">The correct region where the texture data is preloaded.</TD> 69 </tr> 70 <tr> 71<TD width="25%">Destination texture name</TD> 72<TD width="45%">Always <CODE>GX_TEXMAP0</CODE>.</TD> 73 </tr> 74 <tr> 75<TD width="30%"><a href="../../../gx/Texture/GXLoadTexObj.html"><code>GXLoadTexObj</code></a></TD> 76<TD width="25%">Destination texture name</TD> 77<TD width="45%">Always <CODE>GX_TEXMAP0</CODE>.</TD> 78 </tr> 79 <tr> 80<TD width="30%" rowspan="3"><a href="../../../gx/Texture/GXInitTexCacheRegion.html"><code>GXInitTexCacheRegion</code></a></TD> 81<TD width="25%">32-bit mipmap flag.</TD> 82<TD width="45%">Always <CODE>GX_FALSE</CODE>.</TD> 83 </tr> 84 <tr> 85<TD width="25%">TMEM address (even, odd).</TD> 86<TD width="45%"><strong>Appropriate lower bank address (even)<br> Appropriate higher bank address (odd)</strong></TD> 87 </tr> 88 <tr> 89<TD width="25%">Cache size (even, odd).</TD> 90<TD width="45%">Always <CODE>GX_TEXCACHE_32K</CODE>.</TD> 91 </tr> 92 <tr> 93<TD width="30%" rowspan="2"><a href="../../../gx/Texture/GXInitTexPreLoadRegion.html"><code>GXInitTexPreloadRegion</code></a></TD> 94<TD width="25%">TMEM address (even/odd)</TD> 95<TD width="45%"><strong>Appropriate lower bank address (even)<br> Appropriate higher bank address (odd)</strong></TD> 96 </tr> 97 <tr> 98<TD width="25%">Texture region size (even/odd)</TD> 99<TD width="45%">Always 32768.</TD> 100 </tr> 101 <tr> 102<TD width="30%"><a href="../../../gx/Texture/GXSetTexRegionCallback.html"><code>GXSetTexRegionCallBack</code></a></TD> 103<TD width="25%">Callback Functions</TD> 104<TD width="45%">One function</TD> 105 </tr> 106 <tr> 107<TD width="30%"><a href="../../../gx/Texture/GXInvalidateTexAll.html"><code>GXInvalidateTexAll</code></a></TD> 108<TD width="25%">(No parameter)</TD> 109 <TD width="45%"></TD> 110 </tr> 111 <tr> 112<TD width="30%"><a href="../../../gx/Management/GXTexModeSync.html"><code>GXTexModeSync</code></a></TD> 113<TD width="25%">(No parameter)</TD> 114 <TD width="45%"></TD> 115 </tr> 116 <tr> 117<TD width="30%" rowspan="2"><a href="../../../gx/Tev/GXSetTevOp.html"><code>GXSetTevOp</code></a></TD> 118<TD width="25%">TEV stage ID</TD> 119<TD width="45%">Always <FONT face="Courier New">GX_TEVSTAGE0</FONT>.</TD> 120 </tr> 121 <tr> 122<TD width="25%">Operation mode</TD> 123<TD width="45%">Always <CODE>GX_REPLACE</CODE>.</TD> 124 </tr> 125</TABLE> 126<h2>Operation Method</h2> 127 128<p>START exits the demo.</p> 129 130<p>The L and R Button changes the number of preloaded textures (0-7).<br>If the number is n, textures with numbers that are less than n are preloaded.</p> 131 132<p>The X and Y Buttons change the number of layers drawn.<br>Drawing many layers to check the difference in performance may be useful.</p> 133<h2>Snapshot</h2> 134 135<P><IMG src="./images/tex-mix-mode-1.gif" alt="tex-mix-mode-1.gif (107748 bytes)" WIDTH="640" HEIGHT="480"></p> 136 137<h2>Data Files Required</h2> 138 139<p><FONT face="Courier New">$REVOLUTION_SDK_ROOT/dvddata/gxTests/tex-07.tpl</FONT></p> 140<H2>Revision History</H2> 141<P>2006/03/01 Initial version.</P> 142<hr> 143<P>CONFIDENTIAL</p> 144</BODY> 145</HTML>