DxSetShaderTessellation
From Multi Theft Auto: Wiki
This function sets the amount of geometric sub-division to use when drawing a shader element with dxDrawImage.
Using tessellation allows a shader to manipulate the shape of the rendered image at each sub-division boundary.
Syntax
Required Arguments
- shader: The shader element whose tessellation is to be changed
- tessellationX: The number of sub-division points along the X axis. Range is 1 to 500.
- tessellationY: The number of sub-division points along the Y axis. Range is 1 to 500.
Returns
Returns true if the shader element's tessellation was successfully changed, false otherwise.
Example
myShader = dxCreateShader( "hello.fx" ) dxSetShaderTessellation ( myShader, 16, 16 )
Requirements
| Minimum supported server | n/a |
|---|---|
| Minimum supported client | 1.1.1-9.03316 |
See Also
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawRectangle
- dxDrawText
- dxGetFontHeight
- dxGetTextWidth
- dxCreateFont
- dxCreateTexture
- dxCreateShader
- dxCreateRenderTarget
- dxCreateScreenSource
- dxGetMaterialSize
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetRenderTarget
- dxUpdateScreenSource
- dxGetStatus
- dxSetTestMode
- dxGetTexturePixels
- dxSetTexturePixels
- dxGetPixelsSize
- dxGetPixelsFormat
- dxConvertPixels
- dxGetPixelColor
- dxSetPixelColor
FROM VERSION 1.3.1 ONWARDS