EngineApplyShaderToWorldTexture: Difference between revisions
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(changed 4 notes termplate to 1 tip (btw. someone should explain what appendLayers argument do)) |
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This function applies a [[shader]] to one or more world textures. | This function applies a [[shader]] to one or more world textures. | ||
{{ | {{Tip| | ||
* The resource [http://wiki.multitheftauto.com/wiki/Shader_examples#Texture_names shader_tex_names] can help in finding the names of world textures. | |||
* When replacing the texture for a ped using the CJ skin, set '''textureName''' to "CJ" | |||
* 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]]}} | |||
{{New feature/item|4.0150|1.3.1|5246| | {{New feature/item|4.0150|1.3.1|5246| |
Revision as of 16:16, 29 July 2014
This function applies a shader to one or more world textures.
Tip:
|
Syntax
bool engineApplyShaderToWorldTexture ( element shader, string textureName [, element targetElement = nil, bool appendLayers = true ] )
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
- 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