DxCreateRenderTarget: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 4: Line 4:
Only available in 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.
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.


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.
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==  
==Syntax==  
Line 20: Line 21:
===Returns===
===Returns===
Returns a [[texture]] element if successful, ''false'' if the system is unable to create a render target.
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==
==Example==

Revision as of 06:03, 23 August 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. 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