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	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxSetShaderTransform&amp;diff=80085</id>
		<title>DxSetShaderTransform</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxSetShaderTransform&amp;diff=80085"/>
		<updated>2024-08-29T14:25:05Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Client function}}&lt;br /&gt;
{{Needs_Example}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function applies a 3D transformation to a [[shader]] element when it is drawn with [[dxDrawImage]].&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxSetShaderTransform ( element theShader,&lt;br /&gt;
                            float rotationX, float rotationY, float rotationZ,&lt;br /&gt;
                          [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0,&lt;br /&gt;
                            bool bRotationCenterOffsetOriginIsScreen = false,&lt;br /&gt;
                            float perspectiveCenterOffsetX = 0, float perspectiveCenterOffsetY = 0,&lt;br /&gt;
                            bool bPerspectiveCenterOffsetOriginIsScreen = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
{{OOP||[[shader]]:setTransform}}&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''theShader:''' The shader element whose transformation is to be changed&lt;br /&gt;
*'''rotationX:''' Rotation angle in degrees around the X axis (Left,right). This will make the shader rotate along its width.&lt;br /&gt;
*'''rotationY:''' Rotation angle in degrees around the Y axis (Up,down). This will make the shader rotate along its height.&lt;br /&gt;
*'''rotationZ:''' Rotation angle in degrees around the Z axis (In,out). This will make the shader rotate in a similar way to the rotation argument in [[dxDrawImage]].&lt;br /&gt;
&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}}&lt;br /&gt;
*'''rotationCenterOffsetX :''' The center of rotation offset X position in screen relative units.&lt;br /&gt;
*'''rotationCenterOffsetY :''' The center of rotation offset Y position in screen relative units.&lt;br /&gt;
*'''rotationCenterOffsetZ :''' The center of rotation offset Z position in screen relative units.&lt;br /&gt;
*'''bRotationCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of rotation origin should be the center of the screen rather than the center of the image.&lt;br /&gt;
*'''perspectiveCenterOffsetX :''' The center of perspective offset X position in screen relative units.&lt;br /&gt;
*'''perspectiveCenterOffsetY :''' The center of perspective offset Y position in screen relative units.&lt;br /&gt;
*'''bPerspectiveCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of perspective origin should be the center of the screen rather than the center of the image.&lt;br /&gt;
&lt;br /&gt;
To convert screen relative units into screen pixel coordinates, ''multiply'' by the screen size. Conversely, to convert screen pixel coordinates to screen relative units, '''''divide''''' by the screen size.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the shader element's transform was successfully changed, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local shader&lt;br /&gt;
local texture&lt;br /&gt;
local angle = 0 -- Initialize angle for rotation&lt;br /&gt;
local radius = 50 -- Reduced radius for the circular motion&lt;br /&gt;
local centerX, centerY -- Center of the screen&lt;br /&gt;
&lt;br /&gt;
function startShaderExample()&lt;br /&gt;
    -- Create a shader&lt;br /&gt;
    shader = dxCreateShader(&amp;quot;texture.fx&amp;quot;)&lt;br /&gt;
    &lt;br /&gt;
    -- Load a texture&lt;br /&gt;
    texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
    &lt;br /&gt;
    -- Apply the texture to the shader&lt;br /&gt;
    dxSetShaderValue(shader, &amp;quot;gTexture&amp;quot;, texture)&lt;br /&gt;
    &lt;br /&gt;
    -- Get the center of the screen&lt;br /&gt;
    local screenWidth, screenHeight = guiGetScreenSize()&lt;br /&gt;
    centerX = screenWidth / 2&lt;br /&gt;
    centerY = screenHeight / 2&lt;br /&gt;
    &lt;br /&gt;
    -- Start rendering the shader&lt;br /&gt;
    addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderShader)&lt;br /&gt;
end&lt;br /&gt;
addEventHandler(&amp;quot;onClientResourceStart&amp;quot;, resourceRoot, startShaderExample)&lt;br /&gt;
&lt;br /&gt;
function renderShader()&lt;br /&gt;
    -- Increment the angle to create rotation over time&lt;br /&gt;
    angle = angle + 0.02&lt;br /&gt;
    if angle &amp;gt; 2 * math.pi then&lt;br /&gt;
        angle = 0&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Calculate the position based on a smaller circular path&lt;br /&gt;
    local positionX = centerX + math.cos(angle) * radius&lt;br /&gt;
    local positionY = centerY + math.sin(angle) * radius&lt;br /&gt;
&lt;br /&gt;
    -- Apply transformation: translation along a smaller circular path and rotation&lt;br /&gt;
    dxSetShaderTransform(shader, positionX, positionY, 0, 0, 0, angle)&lt;br /&gt;
    &lt;br /&gt;
    -- Draw a rectangle with the shader applied, following the circular path&lt;br /&gt;
    dxDrawImage(positionX - 128, positionY - 128, 256, 256, shader)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function stopShaderExample()&lt;br /&gt;
    if shader then&lt;br /&gt;
        destroyElement(shader)&lt;br /&gt;
        shader = nil&lt;br /&gt;
    end&lt;br /&gt;
    if texture then&lt;br /&gt;
        destroyElement(texture)&lt;br /&gt;
        texture = nil&lt;br /&gt;
    end&lt;br /&gt;
    removeEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderShader)&lt;br /&gt;
end&lt;br /&gt;
addEventHandler(&amp;quot;onClientResourceStop&amp;quot;, resourceRoot, stopShaderExample)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
{{Requirements|n/a|1.2.0-9.03618|}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxGetBlendMode&amp;diff=80084</id>
		<title>DxGetBlendMode</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxGetBlendMode&amp;diff=80084"/>
		<updated>2024-08-29T14:14:29Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Client function}}&lt;br /&gt;
{{Needs_Example}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function returns the current blend mode for the dxDraw functions. The blend mode is set using [[dxSetBlendMode]]&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string dxGetBlendMode ( )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Returns==&lt;br /&gt;
Returns the current blend mode, which can be one of:&lt;br /&gt;
*'''blend'''&lt;br /&gt;
*'''add'''&lt;br /&gt;
*'''modulate_add'''&lt;br /&gt;
*'''overwrite'''&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- Function to draw a rectangle with the current blend mode displayed&lt;br /&gt;
function renderBlendModeExample()&lt;br /&gt;
    -- Get the current blend mode&lt;br /&gt;
    local blendMode = dxGetBlendMode()&lt;br /&gt;
    &lt;br /&gt;
    -- Draw a background rectangle&lt;br /&gt;
    dxDrawRectangle(100, 100, 300, 200, tocolor(0, 0, 255, 100))&lt;br /&gt;
&lt;br /&gt;
    -- Draw some text on top of the rectangle&lt;br /&gt;
    dxDrawText(&amp;quot;Current Blend Mode: &amp;quot; .. blendMode, 110, 110, 390, 190, tocolor(255, 255, 255, 255), 1.5, &amp;quot;default-bold&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the rectangle and text every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderBlendModeExample)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
{{Requirements|n/a|1.3.0-9.03782|}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxGetBlendMode]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=HU/dxDrawMaterialPrimitive&amp;diff=80083</id>
		<title>HU/dxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=HU/dxDrawMaterialPrimitive&amp;diff=80083"/>
		<updated>2024-08-29T14:11:38Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Példa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function hu}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14203|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Szintaxis== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertice1 [, table vertice2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kötelező paraméterek=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertice, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Engedélyezett típusok==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Visszatérési érték===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Példa==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lásd még==&lt;br /&gt;
{{Drawing_functions hu}}&lt;br /&gt;
&lt;br /&gt;
[[en:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=HU/dxDrawMaterialPrimitive&amp;diff=80082</id>
		<title>HU/dxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=HU/dxDrawMaterialPrimitive&amp;diff=80082"/>
		<updated>2024-08-29T14:10:37Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Példa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function hu}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14203|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Szintaxis== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertice1 [, table vertice2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kötelező paraméterek=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertice, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Engedélyezett típusok==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Visszatérési érték===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Példa==&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
{{Example}}&lt;br /&gt;
&lt;br /&gt;
==Lásd még==&lt;br /&gt;
{{Drawing_functions hu}}&lt;br /&gt;
&lt;br /&gt;
[[en:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80081</id>
		<title>DxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80081"/>
		<updated>2024-08-29T13:55:10Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14370|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawMaterialPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertex1 [, table vertex2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertex, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Allowed types==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80080</id>
		<title>DxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80080"/>
		<updated>2024-08-29T13:54:06Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14370|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawMaterialPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertex1 [, table vertex2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertex, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Allowed types==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
{{Example}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80079</id>
		<title>DxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80079"/>
		<updated>2024-08-29T13:53:31Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14370|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawMaterialPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertex1 [, table vertex2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertex, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Allowed types==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{Example}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80078</id>
		<title>DxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80078"/>
		<updated>2024-08-29T13:52:45Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: Undo revision 77048 by Dmi7ry (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14370|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawMaterialPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertice1 [, table vertice2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertice, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Allowed types==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertice, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80077</id>
		<title>DxDrawMaterialPrimitive</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxDrawMaterialPrimitive&amp;diff=80077"/>
		<updated>2024-08-29T13:51:51Z</updated>

		<summary type="html">&lt;p&gt;FIY9AL: The dxDrawMaterialPrimitive function in MTA allows you to draw 2D or 3D textured primitives by passing the vertex data directly as individual arguments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Client function}} &lt;br /&gt;
{{New feature/item|3.0157|1.5.6|14370|This function draws a 2D primitive shape with material applied to it across the screen - rendered for one frame. This should be used in conjunction with [[onClientRender]] in order to display continuously.&lt;br /&gt;
If image file is used, it should ideally have dimensions that are a power of two, to prevent possible blurring.&lt;br /&gt;
Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool dxDrawMaterialPrimitive ( primitiveType pType, mixed material, bool postGUI, table vertex1 [, table vertex2, ...] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
* '''pType:''' Type of primitive to be drawn.&lt;br /&gt;
* '''image:''' Either a [[material]] element or a [[filepath]] of the image which is going to be drawn. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring. Use a texture created with [[dxCreateTexture]] to '''speed up drawing'''.&lt;br /&gt;
* '''postGUI:''' A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).&lt;br /&gt;
* '''vertices:''' Tables representing each primitive vertex, required amount of them is determined by primitive type.&lt;br /&gt;
&lt;br /&gt;
==Allowed types==&lt;br /&gt;
[[Image:MTAsa_primitives.png|thumb|240px|Available primitive types.]]&lt;br /&gt;
More info on primitives may be found on [https://msdn.microsoft.com/en-us/library/windows/desktop/bb147291(v=vs.85).aspx this MSDN site] &lt;br /&gt;
* '''pointlist:''' Renders the vertices as a collection of isolated points.&lt;br /&gt;
* '''linelist:''' Renders the vertices as a list of isolated straight line segments.&lt;br /&gt;
* '''linestrip:''' Renders the vertices as a single polyline.&lt;br /&gt;
* '''trianglelist:''' Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.&lt;br /&gt;
* '''trianglestrip:''' Renders the vertices as a triangle strip.&lt;br /&gt;
* '''trianglefan:''' Renders the vertices as a triangle fan.&lt;br /&gt;
&lt;br /&gt;
==Vertices format==&lt;br /&gt;
* '''posX:''' An float representing the absolute X position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''posY:''' An float representing the absolute Y position of the vertex, represented by pixels on the screen.&lt;br /&gt;
* '''color (optional):''' An integer of the hex color, produced using [[tocolor]] or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.&lt;br /&gt;
* '''u:''' An float representing  the relative X coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
* '''v:''' An float representing  the relative Y coordinate of the top left corner of the material which should be drawn from image&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a ''true'' if the operation was successful, ''false'' otherwise.&lt;br /&gt;
&lt;br /&gt;
-- Load the texture&lt;br /&gt;
local texture = dxCreateTexture(&amp;quot;myTexture.png&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-- Function to render a textured triangle&lt;br /&gt;
function renderPrimitive()&lt;br /&gt;
    if texture then&lt;br /&gt;
        -- Draw the primitive using the &amp;quot;trianglelist&amp;quot; type&lt;br /&gt;
        -- 3 vertices, each with 4 numbers: {x, y, u, v}&lt;br /&gt;
        dxDrawMaterialPrimitive(&amp;quot;trianglelist&amp;quot;, texture, false, {100, 100, 0, 0}, {300, 100, 1, 0}, {200, 300, 0.5, 1})&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Add an event handler to render the primitive every frame&lt;br /&gt;
addEventHandler(&amp;quot;onClientRender&amp;quot;, root, renderPrimitive)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxDrawMaterialPrimitive]]&lt;/div&gt;</summary>
		<author><name>FIY9AL</name></author>
	</entry>
</feed>