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NF:directxpackedvector.XMStoreU565 |
XMStoreU565 function (directxpackedvector.h) |
Stores an XMVECTOR in an XMU565. |
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dxmath\xmstoreu565.htm |
dxmath |
M:Microsoft.directx_sdk.storing.XMStoreU565(XMU565@,XMVECTOR) |
12/05/2018 |
DirectX::PackedVector.XMStoreU565, XMStoreU565, XMStoreU565 method [DirectX Math Support APIs], dxmath.xmstoreu565 |
directxpackedvector.h |
DirectXPackedVector.h |
Windows |
DirectX::PackedVector |
Windows |
19H1 |
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Stores an XMVECTOR in an XMU565.
Address at which to store the data.
Vector containing the data to store.
None.
The following pseudocode demonstrates the operation of the function.
XMVECTOR N;
static const XMVECTOR Max = {31.f, 63.f, 31.f, 0.0f };
N = XMVectorClamp(V, XMVectorZero, Max);
N = XMVectorRound(N);
pDestination->x = (int8_t)N.v[0];
pDestination->y = (int8_t)N.v[1];
pDestination->z = (int8_t)N.v[2];
Note these are not normalized values. To convert to the RGB 5/6/5 format,
you must scale the input vector by (31.f, 63.f, 31.f, 1.f)
.
Also, you will probably need to swizzle
the standard .x = RED, .y = GREEN, .z = BLUE color vector's .x and .z value
since the GPU format is BGR (not RGB).