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NF:directxpackedvector.XMLoadUNibble4 |
XMLoadUNibble4 function (directxpackedvector.h) |
Loads an XMUNIBBLE4 into an XMVECTOR. |
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dxmath\xmloadunibble4.htm |
dxmath |
M:Microsoft.directx_sdk.loading.XMLoadUNibble4(const XMUNIBBLE4) |
12/05/2018 |
DirectX::PackedVector.XMLoadUNibble4, XMLoadUNibble4, XMLoadUNibble4 method [DirectX Math Support APIs], dxmath.xmloadunibble4 |
directxpackedvector.h |
DirectXPackedVector.h |
Windows |
DirectX::PackedVector |
Windows |
19H1 |
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Loads an XMUNIBBLE4 into an XMVECTOR.
Address of the XMUNIBBLE4 structure to load.
Returns an XMVECTOR loaded with the data from the pSource parameter.
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)
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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).