EngineApplyShaderToWorldTexture: Difference between revisions
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(Complete list of CJ skin texture names) |
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* The shader inherits the render states of the original when it is drawn, so texture stage 0 will already be set to the original texture. | * The shader inherits the render states of the original when it is drawn, so texture stage 0 will already be set to the original texture. | ||
* When using with a 'ped', ensure you have set 'ped' or 'all' in the elementTypes when calling [[dxCreateShader]] | * When using with a 'ped', ensure you have set 'ped' or 'all' in the elementTypes when calling [[dxCreateShader]] | ||
* CJ body parts textures can be replaced by using: "cj_ped_head", "cj_ped_hat", "cj_ped_torso", "cj_ped_legs", "cj_ped_glasses", "cj_ped_necklace", "cj_ped_watch" and "cj_ped_extra1". Latest version of [http://wiki.multitheftauto.com/wiki/Shader_examples#Texture_names shader_tex_names] will show what is being used. | * CJ body parts textures can be replaced by using: "cj_ped_head", "cj_ped_hat", "cj_ped_torso", "cj_ped_legs", "cj_ped_feet", "cj_ped_glasses", "cj_ped_necklace", "cj_ped_watch" and "cj_ped_extra1". Latest version of [http://wiki.multitheftauto.com/wiki/Shader_examples#Texture_names shader_tex_names] will show what is being used. | ||
}} | }} | ||
==Syntax== | ==Syntax== |
Revision as of 10:46, 7 May 2016
This function applies a shader to one or more world textures.
Tip:
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Syntax
bool engineApplyShaderToWorldTexture ( element shader, string textureName [, element targetElement = nil, bool appendLayers = true ] )
OOP Syntax Help! I don't understand this!
- Method: shader:applyToWorldTexture(...)
Required Arguments
- shader: The shader which is to be applied
- textureName: The name of the world texture to apply the shader to. Wildcard matching e.g. "ro?ds*" can be used to apply to more than one texture at a time.
Optional Arguments
- targetElement: The element to restrict applying the shader to. If this is not set the shader will be applied to everything using the texture name. Valid element types for targetElement are vehicles, objects and peds.
- appendLayers: --TODO
Returns
Returns true if the shader was successfully applied, false otherwise.
Example
This example will apply a shader to the "des_logwall" world texture (which is used by the house near the 'play' gamemode spawn point)
myShader = dxCreateShader( "hello.fx" ) engineApplyShaderToWorldTexture( myShader, "des_logwall" )
This untested example will apply a shader to the current vehicle of the local player
myShader = dxCreateShader( "hello.fx" ) addEventHandler("onClientVehicleEnter", root, function(thePlayer, seat) local theVehicle = source if seat == 0 and thePlayer == localPlayer then engineApplyShaderToWorldTexture( myShader, "vehiclegrunge256", theVehicle ) engineApplyShaderToWorldTexture( myShader, "?emap*", theVehicle ) end end ) addEventHandler("onClientVehicleExit", root, function(thePlayer, seat) local theVehicle = source if seat == 0 and thePlayer == localPlayer then engineRemoveShaderFromWorldTexture( myShader, "vehiclegrunge256", theVehicle ) engineRemoveShaderFromWorldTexture( myShader, "?emap*", theVehicle ) end end )
Changelog
Version | Description |
---|
1.3.0-9.04140 | Added targetElement argument |
1.3.0-9.04418 | Added peds to allowed element types (for pixel shaders only) |
1.3.1-9.04939 | Added peds to allowed element types (full support) |
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory
- 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