DxSetTextureEdge: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New items|4.0132|1.3.5|
{{New items|3.0135|1.3.5|
This functions allows you to change the edge handling after creating the texture.
This functions allows you to change the edge handling after creating the texture.
}}
}}
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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )</syntaxhighlight>
<syntaxhighlight lang="lua">bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )</syntaxhighlight>
 
{{OOP||[[texture]]:setEdge}}
===Required Arguments===
===Required Arguments===
*'''theTexture:''' The affected texture
*'''theTexture:''' The affected texture

Latest revision as of 23:41, 13 September 2015

This functions allows you to change the edge handling after creating the texture. TextureEdges.jpg

Syntax

bool dxSetTextureEdge ( texture theTexture, string textureEdge [, int border-color] )

OOP Syntax Help! I don't understand this!

Method: texture:setEdge(...)


Required Arguments

  • theTexture: The affected texture
  • textureEdge: The texture edge mode. Available modes are wrap, mirror, clamp, border, mirror-once

Optional Arguments

  • border-color: If textureEdge is set to border, you are able to define a border color here

Example

The following example draws the image above ingame.

Click to collapse [-]
Client
local renderTarget1 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget1, "wrap")
local renderTarget2 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget2, "mirror")
local renderTarget3 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget3, "clamp")
local renderTarget4 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget4, "border", tocolor(255, 0, 0))

addEventHandler("onClientRender", root,
	function()
		-- Update the screen sources
		dxUpdateScreenSource(renderTarget1)
		dxUpdateScreenSource(renderTarget2)
		dxUpdateScreenSource(renderTarget3)
		dxUpdateScreenSource(renderTarget4)
	
		-- Draw screen sources in different modes
		dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1)
		dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2)
		dxDrawImageSection(680, 200, 300, 300, -50, 0, 100, 100, renderTarget3)
		dxDrawImageSection(1010, 200, 300, 300, -50, 0, 100, 100, renderTarget4)
	end
)

See Also