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Nintendo® Confidential

## gDPLoadBlock [macro]

Syntax

    #include < ultra64.h>  /* gbi.h */
    gDPLoadBlock(Gfx *gdl, u32 tile, u32 uls, u32 ult, u32 lrs, u32 dxt )
    gsDPLoadBlock(u32 tile, u32 uls, u32 ult, u32 lrs, u32 dxt )

Arguments

- gdl is the display list pointer
- tile in the tile descriptor index (3-bit precision, 0~7)
- uls is the texture tile's upper-left s coordinate (10.2, 0.0~1023.75)
- ult is the texture tile's upper-left t coordinate (10.2, 0.0~1023.75)
- lrs is the texture tile's lower-right s coordinate (10.2, 0.0~1023.75)
- dxt is the amount of change in value of t per scan line (12-bit precision, 0~4095)

Explanation
Loads a texture from DRAM into texture memory (TMEM). The texture image is loaded into memory in a single transfer. This is a low-level macro that is not used in regular programs.

Notes
The maximum number of texels that can be loaded with this command is 2048. To load into the full 4Kbytes of TMEM, you must load the texture using G_IM_SIZ_16b (16 bits per texel) and then change the tile to the correct texel size. This is normally performed by g*DPLoadTextureBlock, so if you make direct use of this low-level macro, then you will need to do this tile manipulation in the application.

Also, note that this macro does not perform 64-bit alignment on every line, so the data must be aligned in advance.

Cautions
The uls, ult, and lrs coordinates are only used for the loading of tiled textures. They specify the coordinates in texel space of the corners of the subtile loaded into TMEM. For details, see Section 13.9.3 "LoadBlock Command," in the N64 Online Programming Manual.

See Also
gDPLoadTextureBlock
gDPLoadTextureBlock_4b
gDPLoadTextureTile
gDPLoadTextureTile_4b
gDPLoadTLUT_pal16
gDPLoadTLUT_pal256
guLoadTextureBlockMipMap

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