DxSetTexturePixels: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 2: Line 2:
__NOTOC__
__NOTOC__
This function sets the [[Texture_pixels|pixels]] of a [[texture]] element. It can be used with a standard texture, render target or screen source. Only ''''plain'''' format pixels please.
This function sets the [[Texture_pixels|pixels]] of a [[texture]] element. It can be used with a standard texture, render target or screen source. Only ''''plain'''' format pixels please.
----
''Performance note:
*''This function is slow and not something you want to be doing once a frame.''
*''It is very slow when setting pixels to a render target or screen source.''
*''And is very slow indeed if the texture format is not ''' 'argb' ''' ''
----


==Syntax==  
==Syntax==  

Revision as of 01:41, 25 January 2012

This function sets the pixels of a texture element. It can be used with a standard texture, render target or screen source. Only 'plain' format pixels please.


Performance note:

  • This function is slow and not something you want to be doing once a frame.
  • It is very slow when setting pixels to a render target or screen source.
  • And is very slow indeed if the texture format is not 'argb'

Syntax

bool dxSetTexturePixels( element texture, string pixels [, int x = 0, int y = 0, int width, int height ] )

Required Arguments

  • texture : The texture element to set the pixels of
  • pixels : The 'plain' format pixels to use

Optional Arguments

By default the pixels are set starting at the top left corner of the texture. To set a different region, define a rectangular area using all four of these optional arguments:

  • x: Rectangle left position
  • y: Rectangle top position
  • width: Rectangle width
  • height : Rectangle height

Returns

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

Example

TODO

See Also