DxCreateRenderTarget: Difference between revisions

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===Required Arguments===  
===Required Arguments===  
*'''width :''' The width of the render target in pixels.
*'''width :''' The width of the texture in pixels.
*'''height :''' The height of the render target in pixels.
*'''height :''' The height of the texture in pixels.


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


==Example==
==Example==
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addEventHandler("onClientResourceStart", resourceRoot,
addEventHandler("onClientResourceStart", resourceRoot,
     function()
     function()
         myRenderTarget = dxCreateRenderTarget( 80, 100 )            -- Create a render target which is 80 x 100 pixels
         myRenderTarget = dxCreateRenderTarget( 80, 100 )            -- Create a render target texture which is 80 x 100 pixels
     end
     end
)
)

Revision as of 23:12, 13 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.

Syntax

element dxCreateRenderTarget ( int width, int height )

Required Arguments

  • width : The width of the texture in pixels.
  • height : The height of the texture in pixels.

Returns

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

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