#include <nnsys/g2d/g2d_OamSoftwareSpriteDraw.h>
void NNS_G2dDrawOneOam3DDirectUsingParamCacheFast
(
s16 posX,
s16 posY,
s16 posZ,
const GXOamAttr* pOam
);
posX |
[IN] X position |
posY |
[IN] Y position |
posZ |
[IN] Z position |
pOam |
[IN] OAM attribute |
None.
Sprite-renders the OAM using the cache of the parameter (the UV parameter). Configure the cache parameter before executing this function. Configure the cache parameter using the NNS_G2dSetOamSoftEmuSpriteParamCache
function.
The current matrix of the 3D graphics engine is not saved before or after the function is called.
When writing large numbers of sprites that reference an identical texture, perform an efficient rendering process by calculating and configuring the UV value only once.
Note that with this function, the OAM flip flag is ignored. (The UV parameters are determined when the NNS_G2dSetOamSoftEmuSpriteParamCache
function is executed.)
When rendering a flipped sprite, a flip-configured OAM (GXOamAttr
) must be passed as an argument of the NNS_G2dSetOamSoftEmuSpriteParamCache
function, and the cache parameter must be updated.
NNS_G2dDrawOneOam3DDirectUsingParamCache() Rendering Process = UV Parameter Setting x 1 + Render x N Normal Rendering Process = ( UV Parameter Setting + Render) x N
NNS_G2dSetOamSoftEmuSpriteParamCache
2004/11/10 Initial version.
CONFIDENTIAL