#include <nnsys/g2d/g2d_OamSoftwareSpriteDraw.h>
void NNS_G2dSetOamSoftEmuSpriteParamCache
(
const GXOamAttr* pOam,
const NNSG2dImageAttr* pTexImageAttr,
u32 texBaseAddr,
u32 pltBaseAddr
);
pOam |
[IN] OAM attribute |
pTexImageAttr |
[IN] Texture attribute |
texBaseAddr |
[IN] Texture base address |
pltBaseAddr |
[IN] Palette base address |
None.
Configures the parameter cache used for software sprite rendering.
Rendering that uses this cache is performed with the NNS_G2dDrawOneOam3DDirectUsingParamCacheFast
function.
The parameter in this case is the UV parameter, so when writing a large number of sprites that reference the same texture, you can perform an efficient rendering process by calculating and configuring the UV values all at once.
NNS_G2dDrawOneOam3DDirectUsingParamCache() Rendering Process = UV Parameter Setting x 1 + Render x N Normal Rendering Process = ( UV Parameter Setting + Render) x N
NNS_G2dDrawOneOam3DDirectUsingParamCacheFast
2004/11/10 Initial version.
CONFIDENTIAL