N64® Functions Menu

al - Audio Library Functions
gDP - DP GBI Macros
gdSP - General GBI Macros
gSP - SP GBI Macros
gt - Turbo Microcode RDP
gu - Graphics Utilities
Math - Math Functions
nuSys - NuSystem
os - N64 Operating System
sp - Sprite Library Functions
uh - Host to Target IO
64DD - N64 Disk Drive

Nintendo® Confidential

   

gDPLoadTLUT_pal256

Format
#include "gbi.h"

gDPLoadTLUT_pal256(Gfx *gdl,
   unsigned int dram)
gsDPLoadTLUT_pal256(unsigned int dram)
Arguments
  • gdl is the pointer to the graphics display list
  • pal is the number of the palette. You can load the texture lookup table into one of 16 (or 256) palettes. This works only for 4-bit color-indexed textures
  • dram is the address of the look-up table in DRAM. It must be 64-bit aligned
What These Macros Do
These macros load a texture look-up table into texture memory.

A portion of the texture memory can be used for storing texture lookup tables (TLUT). The TLUT is located in the upper 256 words of TMEM. Therefore, color index textures are always loaded in the low 256 words of TMEM. The type of texels in the TLUT can be either 16-bit RGBA or 16-bit IA. For 256-entry palettes, the entire upper-half of TMEM is used. For 16-entry palettes, the location in the upper-half of TMEM depends on the palette number. 16-entry Palette numbers can range from 0 to 15. A more detailed description is given in the "RDP State Machine" and "Texture" chapters of the N64 Programming Manual.

See Also
gDPLoadTextureBlock
gDPLoadTextureTile



Nintendo® Confidential

Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.


Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998