DxCreateTexture: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
(Add mirror texture edge)
No edit summary
Line 2: Line 2:
__NOTOC__
__NOTOC__
This function creates a [[texture]] element that can be used in the dxDraw functions.
This function creates a [[texture]] element that can be used in the dxDraw functions.
{{Important Note|It seems like dxCreateTexture uses both VRAM and RAM (more of RAM), so, if you want to have big render targets (on which you don't draw every frame), this is a good solution using [[dxSetTexturePixels]].}}
{{Important Note|This function uses process RAM, make sure you don't load a lot of textures, because you'll run out of memory. Max is around 3.5 gb after which GTA crashes}}
{{Note|The times shown at the right of the page are only the time needed to add the thing to the draw queue, its not the actual time it takes to draw them.}}
{{Note|The times shown at the right of the page are only the time needed to add the thing to the draw queue, its not the actual time it takes to draw them.}}



Revision as of 11:14, 28 June 2020

This function creates a texture element that can be used in the dxDraw functions.

[[{{{image}}}|link=|]] Important Note: This function uses process RAM, make sure you don't load a lot of textures, because you'll run out of memory. Max is around 3.5 gb after which GTA crashes
[[{{{image}}}|link=|]] Note: The times shown at the right of the page are only the time needed to add the thing to the draw queue, its not the actual time it takes to draw them.
A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = true][textureEdge = "wrap"]
A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = false][textureEdge = "wrap"]

It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility DxTex can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes.

Syntax

element dxCreateTexture ( string pixels / string filepath [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] )
element dxCreateTexture ( int width, int height [, string textureFormat = "argb", string textureEdge = "wrap", string textureType = "2d", int depth = 1 ] )

OOP Syntax Help! I don't understand this!

Method: DxTexture(...)


Required Arguments

  • filepath: The filepath of the image. (.bmp, .dds, .jpg, .png, and .tga images are supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring.

or

  • pixels: Pixels containing image data. ('plain', 'jpeg' or 'png' pixels can be used here)

or

  • width: Desired width, preferably power of two (16, 32, 64 etc.), maximum is 16384
  • height : Desired height, preferably power of two (16, 32, 64 etc.), maximum is 16384

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • textureFormat : A string representing the desired texture format, which can be one of:
    • "argb" : ARGB uncompressed 32 bit color (default).
    • "dxt1" : DXT1 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT1 .dds). Uses 8 times less video memory than ARGB and can speed up drawing. Quality not as good as ARGB and does not support alpha blending.
    • "dxt3" : DXT3 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT3 .dds). Uses 4 times less video memory than ARGB and can speed up drawing. Quality slightly better than DXT1 and supports crisp alpha blending.
    • "dxt5" : DXT5 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT5 .dds). Uses 4 times less video memory than ARGB and can speed up drawing. Quality slightly better than DXT1 and supports smooth alpha blending.
  • mipmaps : True to create a mip-map chain so the texture looks good when drawn at various sizes.
  • textureEdge : A string representing the desired texture edge handling, which can be one of:
    • "wrap" : Wrap the texture at the edges (default)
    • "clamp" : Clamp the texture at the edges. This may help avoid edge artifacts.
    • "mirror" : Mirror the texture at the edges.
  • textureType : A string representing the desired texture type, which can be one of:
    • "2d" : Standard texture (default)
    • "3d" : Volume texture
    • "cube" : Cube map
  • depth: Desired number of slices when creating a volume texture

Returns

Returns a texture if successful, false if invalid arguments were passed to the function.

Example

addEventHandler( "onClientRender", root,
    function()
        if myImage then
            dxDrawImage( 100, 350, 300, 350, myImage  )
        end
    end
)

-- Use 'toggle' command to switch image on and off
addCommandHandler( "toggle",
    function()
        if not myImage then
            myImage = dxCreateTexture( "moonpig.png" )  -- Create texture
        else        
            destroyElement( myImage )                 -- Destroy texture
            myImage = nil
        end
    end
)

Changelog

Version Description
1.3.0-9.04021 Added textureType and depth argument
1.3.0-9.04035 Added textureEdge argument

See Also