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dmFXTexImage2D(3dm)					   dmFXTexImage2D(3dm)


NAME    [Toc]    [Back]

     dmFXTexImage2D - load an image for	use as a texture for special effects

SYNOPSIS    [Toc]    [Back]

     #include <dmedia/fx_buffer.h>

     DMstatus dmFXTexImage2D    [Toc]    [Back]
	   ( PRX_ScanlineBuffer	source,
	     DMboolean mipmap )

PARAMETERS    [Toc]    [Back]

     source   The image	buffer holding the image to be used as a texture.


     mipmap   If true, a mipmap	will be	generated so that the mipmapped
	      texture modes can	be used.

DESCRIPTION    [Toc]    [Back]

     dmFXTexImage2D function loads the source image into texture memory.

     If	the source image size is not a power of	two, as	is required by OpenGL,
     the image will be padded with transparent black pixels up to the next
     larger power of two.  The texture transform will be set up	so that	(0,0)
     is	at the lower-left corner of the	source image, and (width,height) is at
     the upper-right corner.  Because the image	is padded, wrapped textures
     should not	be used.

     If	the mipmap flag	is set,	a mipmap will be generated so that mipmapped
     texture modes can be used.

SEE ALSO    [Toc]    [Back]

      
      
     dmFXSetupInputImageBuffer(3dm), dmFXIsGLExtensionSupported(3dm).


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