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8<TITLE>GDSetTexLookupMode</TITLE>
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11<H1 align="left">GXSetTexLookupMode</H1>
12<H2>C Specification</H2>
13<DL>
14  <DD>
15<PRE><CODE>#include &lt;revolution/gd.h&gt;</CODE></PRE>
16  <DD>
17<PRE><CODE>void GDSetTexLookupMode (
18<a href="../gx/Enumerated_Types/GXTexMapID.html">GXTexMapID</a> id,
19<a href="../gx/Enumerated_Types/GXTexWrapMode.html">GXTexWrapMode</a>  wrap_s,
20<a href="../gx/Enumerated_Types/GXTexWrapMode.html">GXTexWrapMode</a>  wrap_t,
21<a href="../gx/Enumerated_Types/GXTexFilter.html">GXTexFilter</a>    min_filt,
22<a href="../gx/Enumerated_Types/GXTexFilter.html">GXTexFilter</a>    mag_filt,
23f32            min_lod,
24f32            max_lod,
25f32            lod_bias,
26<a href="../gx/Enumerated_Types/GXBool.html">GXBool</a>         bias_clamp,
27<a href="../gx/Enumerated_Types/GXBool.html">GXBool</a>         do_edge_lod,
28<a href="../gx/Enumerated_Types/GXAnisotropy.html">GXAnisotropy</a>   max_aniso );</CODE></PRE>
29</DL>
30<H2>Arguments</H2>
31<TABLE border="1" cellpadding="3" cellspacing="0.1">
32  <TBODY>
33    <TR>
34<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>id</CODE></EM></STRONG></FONT></STRONG></EM></TD>
35<TD width="520">The hardware texture map <a href="../gx/Enumerated_Types/GXTexMapID.html">ID</a> to change.</TD>
36    </TR>
37    <TR>
38<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>wrap_s</CODE></EM></STRONG></FONT></STRONG></EM></TD>
39<TD width="520">Describes how texture coordinates will be wrapped in the s direction. The following <a href="../gx/Enumerated_Types/GXTexWrapMode.html">values</a> are accepted:<code>GX_CLAMP, GX_REPEAT, GX_MIRROR.</code></TD>
40    </TR>
41    <TR>
42<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>wrap_t</CODE></EM></STRONG></FONT></STRONG></EM></TD>
43<TD width="520">Describes how texture coordinates will be wrapped in the t direction. The following <a href="../gx/Enumerated_Types/GXTexWrapMode.html">values</a> are accepted:<code>GX_CLAMP, GX_REPEAT, GX_MIRROR.</code></TD>
44    </TR>
45    <TR>
46<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>min_filt</CODE></EM></STRONG></FONT></STRONG></EM></TD>
47<TD width="520"><a href="../gx/Enumerated_Types/GXTexFilter.html">Filter mode</a> to use when the texel/pixel ratio is &#x2265; 1.0. The following values are accepted: <CODE>GX_NEAR, GX_LINEAR, GX_NEAR_MIP_NEAR, GX_LIN_MIP_NEAR, GX_NEAR_MIP_LIN, GX_LIN_MIP_LIN</CODE>.</TD>
48    </TR>
49    <TR>
50<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>mag_filt</CODE></EM></STRONG></FONT></STRONG></EM></TD>
51<TD width="520"><a href="../gx/Enumerated_Types/GXTexFilter.html">Filter mode</a> to use when the texel/pixel ratio is &lt; 1.0. The following values are accepted: <CODE>GX_NEAR, GX_LINEAR</CODE>.</TD>
52    </TR>
53    <TR>
54<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>min_lod</CODE></EM></STRONG></FONT></STRONG></EM></TD>
55<TD width="520">Minimum LOD value. The hardware uses MAX(<STRONG><EM><CODE>min_lod</CODE></EM></STRONG>, lod).&nbsp;The range is from 0.0 to 10.0.</TD>
56    </TR>
57    <TR>
58<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>max_lod</CODE></EM></STRONG></FONT></STRONG></EM></TD>
59<TD width="520">Maximum LOD value. The hardware uses MIN(<STRONG><EM><CODE>max_lod</CODE></EM></STRONG>, lod). The range is from 0.0 to 10.0.</TD>
60    </TR>
61    <TR>
62<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>lod_bias</CODE></EM></STRONG></FONT></STRONG></EM></TD>
63<TD width="520">Bias added to calculate the LOD value.</TD>
64    </TR>
65    <TR>
66<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>bias_clamp</CODE></EM></STRONG></FONT></STRONG></EM></TD>
67<TD width="520">If <code>GX_ENABLE</code>, (LOD + l<STRONG><EM><CODE>lod_bias</CODE></EM></STRONG>) is clamped so that it is never less than the minimum range of the pixels projected in texture space.&nbsp;Prevents over biasing the LOD when the polygon is perpendicular to the view direction.</TD>
68    </TR>
69    <TR>
70<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>do_edge_lod</CODE></EM></STRONG></FONT></STRONG></EM></TD>
71<TD width="520">If <CODE>GX_TRUE</CODE> is set, LOD is calculated using adjacent texels. If <CODE>GX_TRUE</CODE> is not set, diagonal texels are used.</TD>
72    </TR>
73    <TR>
74<TD width="120" valign="top" bgcolor="#ffffe8"><EM><STRONG><CODE><STRONG><EM><CODE>max_aniso</CODE></EM></STRONG></FONT></STRONG></EM></TD>
75<TD width="520">The maximum <a href="../gx/Enumerated_Types/GXAnisotropy.html">anisotropic</a> filter to use.</TD>
76    </TR>
77  </TBODY>
78</TABLE>
79<H2>Return Values</H2>
80<P>None.</P>
81<H2>Description</H2>
82<P>This function is used to set the lookup related parameters for a given hardware texture map ID.&nbsp;Unlike the GX library, which uses texture objects, GD functions set the hardware registers directly. The parameters of this function are all related to texture coordinate processing and texture filtering.</P>
83<H2>See Also</H2>
84<P><A href="../gx/Texture/GXInitTexObj.html"><CODE>GXInitTexObj</CODE></A><BR> <A href="../gx/Texture/GXInitTexObjLOD.html"><CODE>GXInitTexObjLOD</CODE></A><BR> <BR> <A href="GDSetTexImgAttr.html"><CODE>GDSetTexImgAttr</CODE></A><BR> <A href="GDSetTexImgPtr.html"><CODE>GDSetTexImgPtr</CODE></A></P>
85<H2>Revision History</H2>
86<P>03/01/2006 Initial version.</P>
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