DxCreateRenderTarget: Difference between revisions

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element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] )
element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] )
</syntaxhighlight>  
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{{OOP||[[Texture|DxRenderTarget]]}}
===Required Arguments===  
===Required Arguments===  
*'''width :''' The width of the texture in pixels.
*'''width :''' The width of the texture in pixels.

Revision as of 20:07, 2 January 2015

This function creates a render target element, which is a special type of texture that can be drawn on with the dx functions. Successful render target creation is not guaranteed, and may fail due to hardware or memory limitations.

To see if creation is likely to fail, use dxGetStatus. (When VideoMemoryFreeForMTA is zero, failure is guaranteed.)

[[{{{image}}}|link=|]] Tip: It is highly recommended that dxSetTestMode is used when writing and testing scripts using dxCreateRenderTarget.
[[{{{image}}}|link=|]] Note: Render targets are usually cleared when the player minimizes MTA (i.e. alt-tab). See onClientRestore for details on when to restore any fixed content.

Syntax

element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] )

OOP Syntax Help! I don't understand this!

Method: DxRenderTarget(...)


Required Arguments

  • width : The width of the texture in pixels.
  • height : The height of the texture in pixels.
  • withAlpha: The render target will be created with an alpha channel.

Returns

Returns a texture element if successful, false if the system is unable to create a render target.

You should always check to see if this function has returned false.

Example

addEventHandler("onClientResourceStart", resourceRoot,
    function()
        myRenderTarget = dxCreateRenderTarget( 80, 100 )            -- Create a render target texture which is 80 x 100 pixels
    end
)

addEventHandler( "onClientRender", root,
    function()
        if myRenderTarget then
            dxSetRenderTarget( myRenderTarget )                     -- Start drawing on myRenderTarget
            dxDrawText ( "Hello", 10, 20 )                          -- Draw a message
            dxSetRenderTarget()                                     -- Stop drawing on myRenderTarget

            dxDrawImage( 50,  50,  100, 100, myRenderTarget )       -- Now use myRenderTarget as a material and draw it lots of times
            dxDrawImage( 150, 350, 150, 100, myRenderTarget )
            dxDrawImage( 250, 250, 100, 150, myRenderTarget )
            dxDrawImage( 350, 30,  150, 150, myRenderTarget )
        end
    end
)

See Also