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gDPSetTextureImage [macro]

Sets the texture image area.

Syntax

#include <ultra64.h> /* gbi.h */
gDPSetTextureImage(Gfx *gdl, s32  fmt, s32  siz, s32  width, s32  img)
gsDPSetTextureImage(s32  fmt, s32  siz, s32  width, s32  img)

Arguments

  • gdl is the display list pointer.

  • img is the image address (64-byte alignment).

  • fmt is the image format:
    G_IM_FMT_RGBA (RGBA format)
    G_IM_FMT_CI (CI format)
    G_IM_FMT_IA (IA format)
    G_IM_FMT_I (I format)

  • siz is the pixel component size:
    G_IM_SIZ_4b (4 bits/texel)
    G_IM_SIZ_8b (8 bits/texel)
    G_IM_SIZ_16b (16 bits/texel)
    G_IM_SIZ_32b (32 bits/texel)

  • width is the image width (1~4096 pixels).

Explanation
Sets the frame buffer region for texture images. This macro is used in order to utilize a number of textures. The command is normally embedded in gDPLoadTexture* so it is not directly used.

The different image formats of the fmt argument are explained below:

G_IM_FMT_RGBA
Each texel comprises four elements of information: RGB (red, green, blue) and alpha (opacity).
G_IM_FMT_CI
Each texel is comprised of index information specifying palette data.
G_IM_FMT_IA
Each texel is comprised of I (intensity) information and alpha information.
G_IM_FMT_I
Each texel is a texture with only I information. Since this is extremely compact, it is useful when only a few colors are being used.

You can choose from among 7 different texture image formats. The table shows the valid combinations of format and size. Select the format that best suits the texture compression method and type.


G_IM_SIZ_ (Size)
4b 8b 16b 32b
G_IM_FMT_
(Format)
RGBA     X
(5/5/5/1)
X
(8/8/8/8)
CI   X    
IA X
(3/1)
X
(4/4)
X
(8/8)
 
I   X    

See Also
gDPSetColorImage
gDPSetDepthImage

Revision History
2/1/99 Completely rewritten.




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