DxCreateTexture: Difference between revisions
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This function creates a [[texture]] element that can be used in the dxDraw functions. | This function creates a [[texture]] element that can be used in the dxDraw functions. | ||
[[Image:Gui-edit.png|frame|Example GUI edit field.]] | |||
It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility [http://nightly.mtasa.com/files/shaders/DxTex.zip DxTex] can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes. | It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility [http://nightly.mtasa.com/files/shaders/DxTex.zip DxTex] can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes. |
Revision as of 21:17, 27 March 2018
This function creates a texture element that can be used in the dxDraw functions.
It is possible to use dxCreateTexture to load cubemaps and volume textures, but these will only be useable as inputs for a shader. The Microsoft utility DxTex can view and change cubemaps and volume textures. DxTex can also convert standard textures into DXT1/3/5 compressed .dds which should reduce file sizes.
Syntax
element dxCreateTexture ( string filepath [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] )
element dxCreateTexture ( string pixels [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] )
element dxCreateTexture ( int width, int height [, string textureFormat = "argb", string textureEdge = "wrap", string textureType = "2d", int depth = 1 ] )
OOP Syntax Help! I don't understand this!
- Method: DxTexture(...)
Required Arguments
- filepath: The filepath of the image. (.bmp, .dds, .jpg, .png, and .tga images are supported). Image files should ideally have dimensions that are a power of two, to prevent possible blurring.
or
- pixels: Pixels containing image data. ('plain', 'jpeg' or 'png' pixels can be used here)
or
- width: Desired width (Must be a power of two. e.g. 128, 256)
- height : Desired height (Must be a power of two. e.g. 128, 256)
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- textureFormat : A string representing the desired texture format, which can be one of:
- "argb" : ARGB uncompressed 32 bit color can speed up drawing (default).
- "dxt1" : DXT1 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT1 .dds). Uses 8 times less video memory than ARGB and CANT speed up drawing. Quality not as good as ARGB and does not support alpha blending.
- "dxt3" : DXT3 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT3 .dds). Uses 4 times less video memory than ARGB and can CANT speed up drawing. Quality slightly better than DXT1 and supports crisp alpha blending.
- "dxt5" : DXT5 compressed - Can take a fraction of a second longer to load (unless the file is already a DXT5 .dds). Uses 4 times less video memory than ARGB and can CANT speed up drawing. Quality slightly better than DXT1 and supports smooth alpha blending.
- mipmaps : True to create a mip-map chain so the texture looks good when drawn at various sizes.
- textureEdge : A string representing the desired texture edge handling, which can be one of:
- "wrap" : Wrap the texture at the edges (default)
- "clamp" : Clamp the texture at the edges. This may help avoid edge artifacts.
- textureType : A string representing the desired texture type, which can be one of:
- "2d" : Standard texture (default)
- "3d" : Volume texture
- "cube" : Cube map
- depth: Desired number of slices when creating a volume texture
Returns
Returns a texture if successful, false if invalid arguments were passed to the function.
Example
addEventHandler( "onClientRender", root, function() if myImage then dxDrawImage( 100, 350, 300, 350, myImage ) end end ) -- Use 'toggle' command to switch image on and off addCommandHandler( "toggle", function() if not myImage then myImage = dxCreateTexture( "moonpig.png" ) -- Create texture else destroyElement( myImage ) -- Destroy texture myImage = nil end end )
Changelog
Version | Description |
---|
1.3.0-9.04021 | Added textureType and depth argument |
1.3.0-9.04035 | Added textureEdge argument |
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