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XMLoadUNibble4 method

Loads an XMUNIBBLE4 into an XMVECTOR.

Syntax


XMVECTOR XMLoadUNibble4(
  [inconst XMUNIBBLE4 *pSource
);

Parameters

pSource [in]

Address of the XMUNIBBLE4 structure to load.

Return value

Returns an XMVECTOR loaded with the data from the pSource parameter.

Remarks

The following pseudocode demonstrates the operation of the function.



XMVECTOR vectorOut;

vectorOut.x = (float)pSource->x;
vectorOut.y = (float)pSource->y;
vectorOut.z = (float)pSource->z;
vectorOut.w = (float)pSource->w;

return vectorOut;


Note these are not normalized values. To convert to the RGBA 4/4/4/4 format, you must scale the resulting vector by (1.f/15.f, 1.f/15.f, 1.f/15.f, 1.f/15.f). Also, you will probably need to swizzle the standard .x = RED, .y = GREEN, .z = BLUE, .w = ALPHA color vector's .x and .z value since the GPU format is BGR (not RGB).

Platform Requirements

Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

Requirements

Namespace

DirectX::PackedVector

Header

DirectXPackedVector.h

See also

DirectXMath Library Vector Load Functions

 

 

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