DxCreateTexture: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New feature|3.0110|1.1|
This function creates a [[texture]] element that can be used in the dxDraw functions.
Only available in 1.1
{{Important Note|It seems like dxCreateTexture uses both VRAM and RAM (more of RAM), so, if you want to have big render targets (on which you don't draw every frame), this is a good solution using [[dxSetTexturePixels]].}}
}}
{{Note|The times shown at the right of the page are only the time needed to add the thing to the draw queue, its not the actual time it takes to draw them.}}
This function creates a texture element that can be used in the dxDraw functions
 
[[Image:Screenshot_27.png|frame|A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = true][textureEdge = "wrap"]]]
[[Image:DxCreateTexture_mipmaps_false.png |frame|A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = false][textureEdge = "wrap"]]]
 
It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility [http://nightly.mtasa.com/files/shaders/DxTex.zip DxTex] can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes.
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element createTexture ( string filepath )
element dxCreateTexture ( string pixels / string filepath [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] )
</syntaxhighlight>
<syntaxhighlight lang="lua">
element dxCreateTexture ( int width, int height [, string textureFormat = "argb", string textureEdge = "wrap", string textureType = "2d", int depth = 1 ] )
</syntaxhighlight>  
</syntaxhighlight>  
{{OOP||[[Texture|DxTexture]]}}
===Required Arguments===
*'''filepath:''' The filepath of the image. (.bmp, .dds, .jpg, .png, and .tga images are supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring.
or
*'''pixels:''' [[Texture_pixels|Pixels]] containing image data. ('plain', 'jpeg' or 'png' pixels can be used here)
or
*'''width:''' Desired width, preferably power of two (16, 32, 64 etc.), maximum is 16384
*'''height :''' Desired height, preferably power of two (16, 32, 64 etc.), maximum is 16384


===Required Arguments===  
===Optional Arguments===
*'''filepath:''' The filepath of the image. (.dds images are also supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring.
{{OptionalArg}}
*'''textureFormat :''' A string representing the desired texture format, which can be one of:
**'''"argb"''' : ARGB uncompressed 32 bit color (default).
**'''"dxt1"''' : DXT1 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT1 .dds). Uses 8 times less video memory than ARGB and '''can speed up drawing'''. Quality not as good as ARGB and does not support alpha blending.
**'''"dxt3"''' : DXT3 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT3 .dds). Uses 4 times less video memory than ARGB and '''can speed up drawing'''. Quality slightly better than DXT1 and supports crisp alpha blending.
**'''"dxt5"''' : DXT5 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT5 .dds). Uses 4 times less video memory than ARGB and '''can speed up drawing'''. Quality slightly better than DXT1 and supports smooth alpha blending.
*'''mipmaps :''' True to create a mip-map chain so the texture looks good when drawn at various sizes.
*'''textureEdge :''' A string representing the desired texture edge handling, which can be one of:
**'''"wrap"''' : Wrap the texture at the edges (default)
**'''"clamp"''' : Clamp the texture at the edges. This may help avoid edge artifacts.
**'''"mirror"''' : Mirror the texture at the edges.
*'''textureType :''' A string representing the desired texture type, which can be one of:
**'''"2d"''' : Standard texture (default)
**'''"3d"''' : Volume texture
**'''"cube"''' : Cube map
*'''depth:''' Desired number of slices when creating a volume texture


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


==Example==  
==Example==  
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     function()
     function()
         if not myImage then
         if not myImage then
             myImage = createTexture( "moonpig.png" )  -- Create texture
             myImage = dxCreateTexture( "moonpig.png" )  -- Create texture
         else         
         else         
             destroyElement( myImage )                -- Destroy texture
             destroyElement( myImage )                -- Destroy texture
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)
)
</syntaxhighlight>
</syntaxhighlight>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.3.0-9.04021|Added textureType and depth argument}}
{{ChangelogItem|1.3.0-9.04035|Added textureEdge argument}}


==See Also==
==See Also==
{{Drawing_functions}}
{{Drawing_functions}}
[[hu:dxCreateTexture]]

Revision as of 13:44, 17 September 2019

This function creates a texture element that can be used in the dxDraw functions.

[[{{{image}}}|link=|]] Important Note: It seems like dxCreateTexture uses both VRAM and RAM (more of RAM), so, if you want to have big render targets (on which you don't draw every frame), this is a good solution using dxSetTexturePixels.
[[{{{image}}}|link=|]] Note: The times shown at the right of the page are only the time needed to add the thing to the draw queue, its not the actual time it takes to draw them.
A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = true][textureEdge = "wrap"]
A speedtest showing the performance of a texture created with various settings of textureFormat.[Mipmaps = false][textureEdge = "wrap"]

It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility DxTex can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes.

Syntax

element dxCreateTexture ( string pixels / string filepath [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] )
element dxCreateTexture ( int width, int height [, string textureFormat = "argb", string textureEdge = "wrap", string textureType = "2d", int depth = 1 ] )

OOP Syntax Help! I don't understand this!

Method: DxTexture(...)


Required Arguments

  • filepath: The filepath of the image. (.bmp, .dds, .jpg, .png, and .tga images are supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring.

or

  • pixels: Pixels containing image data. ('plain', 'jpeg' or 'png' pixels can be used here)

or

  • width: Desired width, preferably power of two (16, 32, 64 etc.), maximum is 16384
  • height : Desired height, preferably power of two (16, 32, 64 etc.), maximum is 16384

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • textureFormat : A string representing the desired texture format, which can be one of:
    • "argb" : ARGB uncompressed 32 bit color (default).
    • "dxt1" : DXT1 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT1 .dds). Uses 8 times less video memory than ARGB and can speed up drawing. Quality not as good as ARGB and does not support alpha blending.
    • "dxt3" : DXT3 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT3 .dds). Uses 4 times less video memory than ARGB and can speed up drawing. Quality slightly better than DXT1 and supports crisp alpha blending.
    • "dxt5" : DXT5 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT5 .dds). Uses 4 times less video memory than ARGB and can speed up drawing. Quality slightly better than DXT1 and supports smooth alpha blending.
  • mipmaps : True to create a mip-map chain so the texture looks good when drawn at various sizes.
  • textureEdge : A string representing the desired texture edge handling, which can be one of:
    • "wrap" : Wrap the texture at the edges (default)
    • "clamp" : Clamp the texture at the edges. This may help avoid edge artifacts.
    • "mirror" : Mirror the texture at the edges.
  • textureType : A string representing the desired texture type, which can be one of:
    • "2d" : Standard texture (default)
    • "3d" : Volume texture
    • "cube" : Cube map
  • depth: Desired number of slices when creating a volume texture

Returns

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

Example

addEventHandler( "onClientRender", root,
    function()
        if myImage then
            dxDrawImage( 100, 350, 300, 350, myImage  )
        end
    end
)

-- Use 'toggle' command to switch image on and off
addCommandHandler( "toggle",
    function()
        if not myImage then
            myImage = dxCreateTexture( "moonpig.png" )  -- Create texture
        else        
            destroyElement( myImage )                 -- Destroy texture
            myImage = nil
        end
    end
)

Changelog

Version Description
1.3.0-9.04021 Added textureType and depth argument
1.3.0-9.04035 Added textureEdge argument

See Also