Difference between revisions of "DxSetTextureEdge"

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m (Example)
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==Example==
 
==Example==
The following examples draws the image above ingame.
+
The following example draws the image above ingame.
 
<section show="true" name="Client" class="client">
 
<section show="true" name="Client" class="client">
 
<syntaxhighlight lang="lua">local renderTarget1 = dxCreateScreenSource(300, 300)
 
<syntaxhighlight lang="lua">local renderTarget1 = dxCreateScreenSource(300, 300)
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addEventHandler("onClientRender", root,
 
addEventHandler("onClientRender", root,
 
function()
 
function()
-- Update the screen source
+
-- Update the screen sources
 
dxUpdateScreenSource(renderTarget1)
 
dxUpdateScreenSource(renderTarget1)
 
dxUpdateScreenSource(renderTarget2)
 
dxUpdateScreenSource(renderTarget2)
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dxUpdateScreenSource(renderTarget4)
 
dxUpdateScreenSource(renderTarget4)
 
 
-- Draw screen source in different modes
+
-- Draw screen sources in different modes
 
dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1)
 
dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1)
 
dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2)
 
dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2)

Revision as of 14:59, 24 February 2014

BETA: FROM VERSION 1.3.5 ONWARDS

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] )

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