EngineGetVisibleTextureNames
From Multi Theft Auto: Wiki
This function returns a list of the world textures which are being used to draw the current scene.
Syntax
table engineGetVisibleTextureNames ( [ string nameFilter = "*", string modelId ] )
Optional Arguments
- nameFilter: Only include textures that match the wildcard string.
- modelId : Only include textures that are used by the model id (or model name)
Returns
Returns a table of texture names.
Example
This example will output the names of all the visible textures that start with 'a'
for _,name in ipairs( engineGetVisibleTextureNames ( "a*" ) ) do outputConsole( name ) end
See Also
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadTXD
- engineReplaceCOL
- engineReplaceModel
- engineRestoreCOL
- engineRestoreModel
- engineSetAsynchronousLoading
- engineSetModelLODDistance
- engineApplyShaderToWorldTexture
- engineRemoveShaderFromWorldTexture
- engineGetModelNameFromID
- engineGetModelIDFromName
- engineGetVisibleTextureNames
- 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