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Nintendo® Confidential

## gSPObjLoadTxRectR [macro]

Loads a texture and draws a non-rotating sprite (referencing the 2D matrix) in a compound process.

Syntax

    #include <ultra64.h> /* gs2dex.h */
    gSPObjLoadTxRectR(Gfx *gdl, uObjTxSprite *txsp)
    gsSPObjLoadTxRectR(uObjTxSprite *txsp)

Arguments

- gdl is the pointer to the graphics display list.

- txsp is the pointer to the structure holding the texture-loading and sprite-drawing data.

Explanation
Loads a texture and then draws a non-rotating sprite referencing the 2D matrix. This macro performs the successive processes of g*SPObjLoadTxtr and g*SPObjRectangleR as if they were a single macro. In other words, the results of process (A) below are the same as process (B):

(A)
  gsSPObjLoadTxRectR(txsp),
(B)
  gsSPObjLoadTxtr(&(txsp->txtr)),
  gsSPObjRectangleR(&(txsp->sprite)),

The only difference between this macro and g*SPObjLoadTxRect is that this macro references the 2D matrix settings to change the screen coordinates for drawing. Use g*SPObjLoadTxSprite to draw a rotating-sprite.

Cautions
The uObjTxSprite structure is shown below:

    struct {
      uObjTxtr      txtr;
      uObjSprite    sprite;
    } uObjTxSprite;

The uObjTxSprite structure is a concatenation of the uObjTxtr structure and the uObjSprite structure, so it holds both texture load data and sprite drawing data. For details, see gSPObjLoadTxtr and gSPObjRectangleR.

See Also
gSPObjLoadTxRect
gSPObjLoadTxSprite
gSPObjLoadTxtr
gSPObjRectangleR

Revision History
2/1/1999 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 March 1999