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 [macro]

Syntax

#include <ultra64.h>  /* gbi.h */
gDPLoadTLUT_pal256(Gfx *gdl, u32 dram)
gsDPLoadTLUT_pal256(u32 dram)

Arguments

  • gdl is the display list pointer

  • dram is the texture lookup table (TLUT) address (64-bit alignment)

Explanation
Transfers a TLUT (dram) to a portion of texture memory (TMEM). TLUTs are located in the high half of TMEM (the upper 256 words). Accordingly, color index textures are always loaded in the low half (the lower 256 words.) TLUT can use either 16-bit RGBA type texels or 16-bit IA type texels. The high half of TMEM is used for the palette's 256 entries. The texel type is selected with g*DPSetTextureLUT. For a more detailed explanation about this, see Chapter 12, "RDP Programming," and Chapter 13, "Texture Mapping," in the N64 Online Programming Manual.

Notes
Addresses in TMEM are divided into a high half and a low half, as shown below:

See Also
gDPLoadTextureBlock
gDPLoadTextureTile
gDPLoadTLUT_pal16
gDPSetTextureLUT

Revision History
2/1/99 Completely rewritten.




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 © 1998-1999
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last Updated April, 1999