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Gamecube GX-based RGB Framebuffer Example

Just a simple example of using a GX ARGB-format texture as a means to render a "software" pixel framebuffer quickly. Most applications won't care about such a thing (if your application can utilize the hardware's support for drawing graphics, you definitely should use it instead!), but this can be nice if you want low-level per-pixel access in your code (e.g. MS-DOS Mode 13h style).

If you want to access pixels using RGB, this is significantly better than using the XFB buffer, where the pixel data uses YUV color space and each 4-byte YUV value represents two pixels ... ugh.

Probably there could be a number of improvements made to this. I'm not well versed in the GX API.

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