DxCreateShader: Difference between revisions
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*'''priority:''' If more than one shader is matched to a world texture, the shader with the highest priority will be used. If there is more than one shader with the same highest priority, the most recently created shader is used. | *'''priority:''' If more than one shader is matched to a world texture, the shader with the highest priority will be used. If there is more than one shader with the same highest priority, the most recently created shader is used. | ||
*'''maxDistance:''' If non-zero, the shader will be applied to textures nearer than maxDistance only. This can speed up rendering, but (to look good) may require the shader to fade out it's own effect as the texture reaches maxDistance. | *'''maxDistance:''' If non-zero, the shader will be applied to textures nearer than maxDistance only. This can speed up rendering, but (to look good) may require the shader to fade out it's own effect as the texture reaches maxDistance. | ||
*'''layered:''' When set to true, the shader will be drawn in a separate render pass. Several layered shaders can be drawn on the same world texture. (To avoid [http://en.wikipedia.org/wiki/Z-fighting Z fighting] artifacts, you may have to add '''DepthBias<nowiki>=</nowiki>-0.0002;''' to the technique pass) | *'''layered:''' When set to true, the shader will be drawn in a separate render pass. Several layered shaders can be drawn on the same world texture. (To avoid [http://en.wikipedia.org/wiki/Z-fighting Z fighting] artifacts, you may have to add '''DepthBias<nowiki>=</nowiki>-0.0002;''' to the technique pass, but this may cause visual artifacts when applied on vehicles) | ||
*'''elementTypes:''' A comma seperated list of element types to restrict this shader to. Valid element types are: | *'''elementTypes:''' A comma seperated list of element types to restrict this shader to. Valid element types are: | ||
** world - Textures in the GTA world | ** world - Textures in the GTA world |
Revision as of 15:55, 5 August 2016
This function creates a shader element that can be used in the dxDraw functions. Successful shader creation is not guaranteed unless the Effect File contains a fallback technique which will work on every PC in the universe.
It is highly recommended that dxSetTestMode is used when writing and testing scripts using dxCreateShader.
Syntax
element, string dxCreateShader ( string filepath [, float priority = 0, float maxDistance = 0, bool layered = false, string elementTypes = "world,vehicle,object,other" ] )
OOP Syntax Help! I don't understand this!
- Method: DxShader(...)
Required Arguments
- filepath: The filepath of the shader Effect File(.fx) file
Optional Arguments
All the following optional arguments are only relevant when the shader is used with engineApplyShaderToWorldTexture
- priority: If more than one shader is matched to a world texture, the shader with the highest priority will be used. If there is more than one shader with the same highest priority, the most recently created shader is used.
- maxDistance: If non-zero, the shader will be applied to textures nearer than maxDistance only. This can speed up rendering, but (to look good) may require the shader to fade out it's own effect as the texture reaches maxDistance.
- layered: When set to true, the shader will be drawn in a separate render pass. Several layered shaders can be drawn on the same world texture. (To avoid Z fighting artifacts, you may have to add DepthBias=-0.0002; to the technique pass, but this may cause visual artifacts when applied on vehicles)
- elementTypes: A comma seperated list of element types to restrict this shader to. Valid element types are:
- world - Textures in the GTA world
- ped - Player and ped textures
- vehicle - Vehicles textures
- object - Objects textures
- other - Element textures which are not peds, vehicles or objects
- all - Everything
Returns
- element: A shader element if successful, false if invalid arguments were passed to the function. You should always check to see if this function has returned false.
- string: The name of the technique that will be used.
Example
addEventHandler( "onClientRender", root, function() if myShader then dxDrawImage( 100, 350, 300, 350, myShader ) end end ) -- Use 'toggle' command to switch shader on and off addCommandHandler( "toggle", function() if not myShader then myShader = dxCreateShader( "fancything.fx" ) -- Create shader else destroyElement( myShader ) -- Destroy shader myShader = nil end end )
Changelog
Version | Description |
---|
1.3.0-9.04435 | Added layered and elementTypes arguments |
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