subtexload(3G)
subtexload - load part or all of a texture defined with TX_FASTDEFINE
As shipped in IRIX 6.5. First release of IRIX 6.5.
NAME subtexload - load part or all of a texture defined with TX_FASTDEFINE C SPECIFICATION void subtexload(long target, long id, float s0, float s1, float t0, float t1, long numwords, unsigned long * texture, unsigned long flags) PARAMETERS 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 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. 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 texdef2d,fbsubtexload NOTES subtexload is supported only on RealityEngine systems with release 5.0.1 or greater.