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9<title>tex-fmt-cube</title>
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13
14<h1 align="left">tex-fmt-cube</h1>
15
16<h2>Description</h2>
17
18<p>This program tests various texture formats. The texture is mapped on a cube. Almost all formats (except C14X2 and Z textures) can be tested. This sample demo only displays simple patterns and does not use the TPL file (the TPL version is <CODE>tex-test02</CODE>).</p>
19
20<h2>Coverage</h2>
21<TABLE border="1" cellpadding="3" cellspacing="0.1" width="640">
22  <tr>
23<TD width="30%" bgcolor="#C0C0C0"><EM><STRONG>Functions</STRONG></EM></TD>
24<TD width="25%" bgcolor="#C0C0C0"><EM><STRONG>Parameters</STRONG></EM></TD>
25<TD width="45%" bgcolor="#C0C0C0"><EM><STRONG>Description</STRONG></EM></TD>
26  </tr>
27  <tr>
28<TD width="30%" rowspan="5"><a href="../../../gx/Texture/GXInitTexObj.html"><code>GXInitTexObj</code></a></TD>
29<TD width="25%"><SPAN class="argument">Pointer to image data</SPAN></TD>
30<TD width="45%">Appropriate value</TD>
31  </tr>
32  <tr>
33<TD width="25%"><SPAN class="argument">Width and height</SPAN></TD>
34<TD width="45%">Power of 2 only</TD>
35  </tr>
36  <tr>
37<TD width="25%"><SPAN class="argument">Format</SPAN></TD>
38<TD width="45%"><strong><CODE>GX_TF_I4</CODE>, <CODE>GX_TF_I8</CODE>, <CODE>GX_TF_IA4</CODE>, <CODE>GX_TF_IA8</CODE>, <CODE>GX_TF_RGB565</CODE>, <CODE>GX_TF_RGB5A3</CODE>, <CODE>GX_TF_RGBA8</CODE>, <CODE>GX_TF_CMPR</CODE></strong></TD>
39  </tr>
40  <tr>
41<TD width="25%"><SPAN class="argument">Wrap mode (s, t)</SPAN></TD>
42<TD width="45%">Always <CODE>GX_REPEAT</CODE></TD>
43  </tr>
44  <tr>
45<TD width="25%"><SPAN class="argument">Mipmap</SPAN></TD>
46<TD width="45%">Always <CODE>GX_FALSE</CODE></TD>
47  </tr>
48  <tr>
49<TD width="30%" rowspan="6"><a href="../../../gx/Texture/GXInitTexObjCI.html"><code>GXInitTexObjCI</code></a></TD>
50<TD width="25%"><SPAN class="argument">Pointer to image data</SPAN></TD>
51<TD width="45%">Appropriate value</TD>
52  </tr>
53  <tr>
54<TD width="25%"><SPAN class="argument">Width and height</SPAN></TD>
55<TD width="45%">Power of 2 only</TD>
56  </tr>
57  <tr>
58<TD width="25%"><SPAN class="argument">Format</SPAN></TD>
59<TD width="45%"><strong><CODE>GX_TF_C4</CODE>, <CODE>GX_TF_C8</CODE></strong></TD>
60  </tr>
61  <tr>
62<TD width="25%"><SPAN class="argument">Wrap mode (s, t)</SPAN></TD>
63<TD width="45%">Always <CODE>GX_REPEAT</CODE></TD>
64  </tr>
65  <tr>
66<TD width="25%"><SPAN class="argument">Mipmap</SPAN></TD>
67<TD width="45%">Always <CODE>GX_FALSE</CODE></TD>
68  </tr>
69  <tr>
70<TD width="25%"><SPAN class="argument">TLUT name</SPAN></TD>
71<TD width="45%"><CODE>GX_TLUT0</CODE>, <CODE>GX_TLUT1</CODE></TD>
72  </tr>
73  <tr>
74<TD width="30%"><a href="../../../gx/Texture/GXLoadTexObj.html"><code><CODE>GXLoadTexObj</CODE></code></a></TD>
75<TD width="25%"><SPAN class="argument">Destination texture name.</SPAN></TD>
76<TD width="45%">Always <CODE>GX_TEXMAP0</CODE></TD>
77  </tr>
78  <tr>
79<TD width="30%" rowspan="3"><a href="../../../gx/Texture/GXInitTlutObj.html"><code>GXInitTlutObj</code></a></TD>
80<TD width="25%"><SPAN class="argument">Pointer to data.</SPAN></TD>
81<TD width="45%">Appropriate value</TD>
82  </tr>
83  <tr>
84<TD width="25%"><SPAN class="argument">Format</SPAN></TD>
85<TD width="45%">Always <CODE>GX_TL_RGB5A3</CODE></TD>
86  </tr>
87  <tr>
88<TD width="25%"><SPAN class="argument">Number of Entries</SPAN></TD>
89<TD width="45%">Always 256</TD>
90  </tr>
91  <tr>
92<TD width="30%"><a href="../../../gx/Texture/GXLoadTlut.html"><code>GXLoadTlut</code></a></TD>
93<TD width="25%"><SPAN class="argument">Destination TLUT name.</SPAN></TD>
94<TD width="45%"><CODE>GX_TLUT0</CODE>, <CODE>GX_TLUT1</CODE></TD>
95  </tr>
96  <tr>
97<TD width="30%" rowspan="2"><a href="../../../gx/Tev/GXSetTevOp.html"><code>GXSetTevOp</code></a></TD>
98<TD width="25%"><SPAN class="argument">TEV stage ID</SPAN></TD>
99<TD width="45%">Always <CODE>GX_TEVSTAGE0</CODE></TD>
100  </tr>
101  <tr>
102<TD width="25%"><SPAN class="argument">Operation mode</SPAN></TD>
103<TD width="45%"><CODE>GX_REPLACE</CODE>, <CODE>GX_DECAL</CODE></TD>
104  </tr>
105</TABLE>
106<h2>Using the Demo</h2>
107
108<p>START exits the test.</p>
109<p>The Control Stick rotates the cube.</p>
110<P>The C Stick zooms in/out.</P>
111<p>The A Button changes the texture.</p>
112<p>The B Button toggles the TEV mode (for checking the alpha map).</p>
113
114<h2>Snapshot</h2>
115<P>I4 Texture</P>
116<P><IMG src="./images/tex-fmt-cube-0.jpg" alt="tex-fmt-cube-0.jpg (9227 bytes)" WIDTH="320" HEIGHT="240"></p>
117
118<p>IA4 Texture</p>
119
120<P><IMG src="./images/tex-fmt-cube-2.jpg" alt="tex-fmt-cube-2.jpg (11326 bytes)" WIDTH="320" HEIGHT="240"></p>
121
122<p>RGB5A3 Texture</p>
123<P><IMG src="./images/tex-fmt-cube-5.jpg" alt="tex-fmt-cube-5.jpg (8073 bytes)" width="320" height="240"></P>
124
125<P>Compressed Texture</P>
126<P><IMG src="./images/tex-fmt-cube-7.jpg" alt="tex-fmt-cube-7.jpg (11983 bytes)" width="320" height="240"></P>
127
128<h2>Data Files Required</h2>
129<p>None.</p>
130
131<H2>Revision History</H2>
132<P>
1332006/03/01 Initial version.<br>
134</P>
135
136<hr><p>CONFIDENTIAL</p></body>
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