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<title>Cerium: texture_block Struct Reference</title>
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<h1>texture_block Struct Reference</h1><!-- doxytag: class="texture_block" --><code>#include &lt;<a class="el" href="Tapestry_8h-source.html">Tapestry.h</a>&gt;</code>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
image file name と tapestry DB の binary tree<p>
// PPE main memory の tapestry DB (Array) tapestry DB への accessor<p>
TapestryPtr getTapestry(int TapestryID); TilePtr getTile(TapestryPtr tapsetry, int tx, int ty, int scale);<p>
SPE が生成する tapestry List (in CreateSpan) (no texture image)  TapestryDBPtr, Tapestry ID, x, y, tx, ty, px, py x, y : polygon の中の平面座標 tx, ty : texture の座標 px, py : texture の分割数<p>
(TilePtr, tix1, tiy1, tix2, tiy2)*<p>
SPE に渡す tapestry List  Tile<p>
// SPE SPE 内部での tapestry DB (Hash) TapestryID, scale, TilePtr, Tile<p>
SPE 内部での tapestry DB への accessor TileEntryPtr getTile(int TapestryID, int tx, int ty, int scale);<p>
if (TileEntry == NULL) { DMA read }<p>
Rendering 1pass Zbuffer と Texture の有無の判定 if (zbuffer ok) { if (texture ある) { zbuffer 、linebunf に書き込む } else { texture の load list に加える zbuffer だけ更新しておく } } else { 無視 }<p>
1pass で texture が一杯になったら、中断して ここまでのを書き込んどけ<p>
2pass rgb の書き込み<p>
if (zbuffer の値が自分と一緒) { read した texture みて 書き込め! } 
<p>Definition at line <a class="el" href="Tapestry_8h-source.html#l00073">73</a> of file <a class="el" href="Tapestry_8h-source.html">Tapestry.h</a>.</p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="Tapestry_8h-source.html">Tapestry.h</a></ul>
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