DxSetTextureEdge: Difference between revisions
Jump to navigation
Jump to search
(Created page with "{{Client function}} __NOTOC__ {{New items|4.0132|1.3.5| This functions allows you to change the edge handling after creating the texture. }} ==Syntax== <syntaxhighlight lang="lua">bool dxSetTe...") |
No edit summary |
||
Line 4: | Line 4: | ||
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. | ||
}} | }} | ||
[[File:TextureEdges.jpg|600px]] | |||
==Syntax== | ==Syntax== | ||
Line 16: | Line 17: | ||
==Example== | ==Example== | ||
The following examples draws the image above ingame. | |||
<section show="true" name="Client" class="client"> | |||
<syntaxhighlight lang="lua">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 source | |||
dxUpdateScreenSource(renderTarget1) | |||
dxUpdateScreenSource(renderTarget2) | |||
dxUpdateScreenSource(renderTarget3) | |||
dxUpdateScreenSource(renderTarget4) | |||
-- Draw screen source 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 | |||
)</syntaxhighlight></section> | |||
==See Also== | ==See Also== | ||
{{Drawing_functions}} | {{Drawing_functions}} |
Revision as of 14:56, 24 February 2014
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 examples draws the image above ingame.
Click to collapse [-]
Clientlocal 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 source dxUpdateScreenSource(renderTarget1) dxUpdateScreenSource(renderTarget2) dxUpdateScreenSource(renderTarget3) dxUpdateScreenSource(renderTarget4) -- Draw screen source 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
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextSize
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource