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Nintendo® Confidential

## gSPObjLoadTxRect [macro]

Loads a texture and draws a non-rotating sprite in a compound process.

Syntax

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

Arguments

- gdl is the pointer to the graphics display list.

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

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

(A)
  gsSPObjLoadTxRect(txsp),
(B)
  gsSPObjLoadTxtr(&(txsp->txtr)),
  gsSPObjRectangle(&(txsp->sprite)),

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 gSPObjRectangle.

Cautions
The uObjTxSprite structure is shown below:

    typedef struct {
      uObjTxtr      txtr;
      uObjSprite    sprite;
    } uObjTxSprite;

g*SPObjLoadTxRect does not reference the 2D matrix settings, so these settings do not affect the drawing results with this macro. Use g*SPObjLoadTxRectR if you want to reference the 2D matrix settings to change the screen coordinates for drawing. Use g*SPObjLoadTxSprite to draw a rotating sprite.

See Also
gSPObjLoadTxRectR
gSPObjLoadTxSprite
gSPObjLoadTxtr
gSPObjRectangle

Revision History
2/1/1999 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 March 1999