HU/dxCreateScreenSource: Difference between revisions

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{{OOP||[[Texture|DxScreenSource]]}}
{{OOP||[[Texture|DxScreenSource]]}}
===Kötelező pataméterek===  
===Kötelező pataméterek===  
*'''width :''' The width of the texture in pixels.
*'''width :''' A textúra szélessége pixelben.
*'''height :''' The height of the texture  in pixels.
*'''height :''' A textúra magassága pixelben.


===Visszatérési érték===
===Visszatérési érték===

Revision as of 10:44, 15 October 2018

This function creates a screen source, which is a special type of texture that contains the screen as rendered by GTA

Note that successful screen source creation is not guaranteed, and may fail due to hardware or memory limitations. You should always check to see if this function has returned false.

Szintaxis

element dxCreateScreenSource ( int width, int height )

OOP Syntax Help! I don't understand this!

Method: DxScreenSource(...)


Kötelező pataméterek

  • width : A textúra szélessége pixelben.
  • height : A textúra magassága pixelben.

Visszatérési érték

Returns a texture element if successful, false if invalid arguments were passed to the function.

Példa

addEventHandler("onClientResourceStart", resourceRoot,
    function()
        myScreenSource = dxCreateScreenSource ( 640, 480 )          -- Create a screen source texture which is 640 x 480 pixels
    end
)

addEventHandler( "onClientRender", root,
    function()
        if myScreenSource then
            dxUpdateScreenSource( myScreenSource )                  -- Capture the current screen output from GTA
            dxDrawImage( 50,  50,  100, 100, myScreenSource )       -- Now use myScreenSource as a material and draw it lots of times
            dxDrawImage( 150, 350, 150, 100, myScreenSource )
            dxDrawImage( 250, 250, 100, 150, myScreenSource )
            dxDrawImage( 350, 30,  150, 150, myScreenSource )
        end
    end
)

Lásd még

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