DxSetPixelColor: Difference between revisions

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Returns true if successful, or ''false'' if invalid arguments were passed to the function.
Returns true if successful, or ''false'' if invalid arguments were passed to the function.


This example creates a 64x64 texture with random pixel colors, and draw it on the screen.
 
==Example==
==Example==
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This example creates a 64x64 texture with random pixel colors, and draw it on the screen.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler ("onClientResourceStart", resourceRoot,  
addEventHandler ("onClientResourceStart", resourceRoot,  

Revision as of 17:03, 25 May 2013

This function sets the color of a single pixel for pixels contained in a string. It only works with 'plain' format pixels.

Syntax

bool dxSetPixelColor ( string pixels, int x, int y, int r, int g, int b [, int a = 255 ] )

Required Arguments

  • pixels : The pixels to use
  • x: The X coordinate for the pixel
  • y: The Y coordinate for the pixel
  • r: The red channel for the color (0-255)
  • g: The green channel for the color (0-255)
  • b: The blue channel for the color (0-255)

Optional Arguments

  • a: The alpha channel for the color (0-255)

Returns

Returns true if successful, or false if invalid arguments were passed to the function.


Example

Click to collapse [-]
Client

This example creates a 64x64 texture with random pixel colors, and draw it on the screen.

addEventHandler ("onClientResourceStart", resourceRoot, 
    function () 
         texture = dxCreateTexture (64, 64);
         local pixels = dxGetTexturePixels (texture);
         for i=1,63,1 do 
             for j=1,63,1 do 
                 dxSetPixelColor (pixels, j, i, math.random (255), math.random (255), math.random (255), 255);
             end;
         end;
         dxSetTexturePixels (texture, pixels); 
    end);

addEventHandler ("onClientRender", getRootElement (),
    function ()
         dxDrawImage (300, 300, 64, 64, texture);
    end);

See Also