DxCreateRenderTarget: Difference between revisions
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This function creates a render target element, which is a special type of [[texture]] that can be draw on with the dx functions. | This function creates a render target element, which is a special type of [[texture]] that can be draw on with the dx functions. | ||
Note that successful render target 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. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
element dxCreateRenderTarget ( int width, int height ) | element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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*'''width :''' The width of the texture in pixels. | *'''width :''' The width of the texture in pixels. | ||
*'''height :''' The height of the texture in pixels. | *'''height :''' The height of the texture in pixels. | ||
*'''withAlpha:''' The render target will be created with an alpha channel. | |||
===Returns=== | ===Returns=== | ||
Returns a [[texture]] [[element]] if successful, ''false'' if | Returns a [[texture]] [[element]] if successful, ''false'' if the system is unable to create a render target. | ||
==Example== | ==Example== |
Revision as of 15:49, 14 June 2011
Only available in 1.1 This function creates a render target element, which is a special type of texture that can be draw on with the dx functions.
Note that successful render target 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.
Syntax
element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] )
Required Arguments
- width : The width of the texture in pixels.
- height : The height of the texture in pixels.
- withAlpha: The render target will be created with an alpha channel.
Returns
Returns a texture element if successful, false if the system is unable to create a render target.
Example
addEventHandler("onClientResourceStart", resourceRoot, function() myRenderTarget = dxCreateRenderTarget( 80, 100 ) -- Create a render target texture which is 80 x 100 pixels end ) addEventHandler( "onClientRender", root, function() if myRenderTarget then dxSetRenderTarget( myRenderTarget ) -- Start drawing on myRenderTarget dxDrawText ( "Hello", 10, 20 ) -- Draw a message dxSetRenderTarget() -- Stop drawing on myRenderTarget dxDrawImage( 50, 50, 100, 100, myRenderTarget ) -- Now use myRenderTarget as a material and draw it lots of times dxDrawImage( 150, 350, 150, 100, myRenderTarget ) dxDrawImage( 250, 250, 100, 150, myRenderTarget ) dxDrawImage( 350, 30, 150, 150, myRenderTarget ) end end )
See Also
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextSize
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource