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subtexload(3G)							subtexload(3G)


NAME    [Toc]    [Back]

     subtexload	- load part or all of a	texture	defined	with TX_FASTDEFINE

C SPECIFICATION    [Toc]    [Back]

     void subtexload(long target, long id, float s0, float s1, float t0, float t1, long	numwords, unsigned long	* texture, unsigned long flags)

PARAMETERS    [Toc]    [Back]

     target   is the texture target to which the texture we are	loading	is
	      bound.  Currently	this must be TX_TEXTURE_0.

     id	      is the id	of the texture we are loading.

     s0	      is the starting S	coordinate of the subtexture to	load.

     s1	      is the ending S coordinate of the	subtexture to load.

     t0	      is the starting T	coordinate of the subtexture to	load.

     t1	      is the ending T coordinate of the	subtexture to load.

     nt	      is number	of words in the	subtexture array.

     texture  is the long word aligned array of	texels to load.

     flags    is a special modifier used for performance-critical, common
	      cases such as loading a 64x64 1 component	12bit subtexture with
	      one texel	per 16bit word.

DESCRIPTION    [Toc]    [Back]

     subtexload	loads some or all of a texture that is currently allocated
     space in texture memory.  The transfer uses the pixmode and scale and
     bias settings in effect at	the time of the	texdef2d if
     TX_EXTERNAL_FORMAT, TX_PIXMODE was	specified in the properties.

     The values	s0,s1,t0,t1 are	mapped to texel	values by
     start_s_texel = s0*texture_width;
     start_t_texel = t0*texture_height;
     end_s_texel   = s1*texture_width -	1;
     end_t_texel   = t1*texture_height - 1;

     s0,s1,t0,t1 should	fall on	texels that are	a multiple of 32, i.e. for a
     texture that is 256x128, s0,s1 can	be
     0,.125,.25..375,.5,.625,.750,.875,1.0, while t0,t1	can be
     0.,.25,.50.,75.,1.0. Results are undefined	for any	other values.

     If	1 is passed for	flags, the data	will be	transferred as formatted 16bit
     texels to the graphics system with	minimal	interpretation,	i.e., no scale
     and bias and no pixmode transformations.  A significant gain in transfer
     speed may be achieved for RealityEngine systems.  Only data that is 64
     texels on a side may be sent. A common use	of this	is to send 64x64 tiles
     of	12 bit intensity data stored in	the low	bits of	a 16bit	datum.




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subtexload(3G)							subtexload(3G)



     If	2 is passed for	flags, 8bit/component ABGR data	will be	transferred to
     the graphics system with minimal interpretation, i.e., no scale and bias
     and no pixmode transformations.  A	significant gain in transfer speed may
     be	achieved for RealityEngine systems.  Only data that is 128 texels on a
     side may be sent. A common	use of this is to send 128x128 tiles of	32bit
     ABGR data.

SEE ALSO    [Toc]    [Back]

      
      
     texdef2d,fbsubtexload

NOTES    [Toc]    [Back]

     subtexload	is supported only on RealityEngine systems with	release	5.0.1
     or	greater.


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