DxCreateRenderTarget: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New feature|3.0110|1.1|
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. Successful render target creation is not guaranteed, and may fail due to hardware or memory limitations.
This function creates a render target element, which is a special type of [[texture]] that can be draw on with the dx functions. Successful render target creation is not guaranteed, and may fail due to hardware or memory limitations.



Revision as of 17:30, 31 August 2011

This function creates a render target element, which is a special type of texture that can be draw on with the dx functions. Successful render target creation is not guaranteed, and may fail due to hardware or memory limitations.

To see if creation is likely to fail, use dxGetStatus. (When VideoRamFreeForMTA is zero, failure is guaranteed.)

It is highly recommended that dxSetTestMode is used when writing and testing scripts using dxCreateRenderTarget.

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.

You should always check to see if this function has returned false.

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