DxSetTextureEdge: Difference between revisions

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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)
Line 30: Line 30:
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

ADDED/UPDATED IN VERSION 1.3.5 :

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