njReleaseCacheTextureNum Japanese
<-|INDEX|->
Release cache memory

FORMAT

#include <Ninja.h>
Sint32 njReleaseCacheTextureNum(n);
Uint32 n

PARAMETERS

n
Texture number in the current texture list

RETURN VALUE

Successful
1
Failed
-1

FUNCTION


EXAMPLE

NJS_TEXNAME texname[2];
NJS_TEXLIST texlist ={texname,2};
    
/* Prepare to read in two textures */
NJS_TEXMEMLIST texmemlist[2];

njInitTexture(texmemlist,2);

njSetTextureName(&texname[0],"file1.pvr",0,NJD_TEXATTR_TYPE_FILE|
				NJD_TEXATTR_TYPE_CACHE|NJD_TEXATTR_GLOBALINDEX);
njSetTextureName(&texname[1],"file2.pvr",1,NJD_TEXATTR_TYPE_FILE|
				NJD_TEXATTR_TYPE_CACHE|NJD_TEXATTR_GLOBALINDEX);
/* Load texture and read into cache */
njLoadTexture(&texlist);

/* Set texlist as the current texture list */
njSetTexture(&texlist);

/* Read texture from cache into texture memory*/
njLoadCacheTextureNum(0);
njLoadCacheTextureNum(1);

/* Set current texture to texlist #0 file1.pvr*/
njSetTextureNum(0);
        :
wing texture with texture in file1.pvr
        :
/* Release texture #0 in cache */
njReleaseCacheTextureNum(0);

NOTES


RELATED TOPICS

njReleaseCacheTextureAll
njReleaseCacheTextureNumG

njReleaseCacheTextureNum
<-|INDEX|->

Copyright SEGA ENTERPRISES, LTD., 1997