This function fetches the pixels from a texture element. It can be used with a standard texture, render target or screen source.
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Important Note: dxGetTexturePixels will not work on a screen source or render target if the player has disabled screen upload.
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Note:
- This function is slow and not something you want to be doing once a frame.
- It is slower when reading pixels from a render target or screen source.
- And is very slow indeed if the texture format is not 'argb' .
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Syntax
string dxGetTexturePixels ( [ int surfaceIndex = 0, ] element texture [, int x = 0, int y = 0, int width = 0, int height = 0 ] )
OOP Syntax Help! I don't understand this!
- Method: texture:getPixels(...)
Required Arguments
- texture : The texture element to get the pixels from
Optional Arguments
- surfaceIndex: Desired slice to get if the texture is a volume texture, or desired face to get if the texture is a cube map. (Cube map faces: 0=+X 1=-X 2=+Y 3=-Y 4=+Z 5=-Z)
By default the pixels from the whole texture is returned. To get only a portion of the texture, define a rectangular area using all four of these optional arguments:
- x: Rectangle left position
- y: Rectangle top position
- width: Rectangle width
- height : Rectangle height
Returns
Returns a 'plain' format pixels string if successful, false if invalid arguments were passed to the function.
Example
local mtaLogo = dxCreateTexture("mta-logo.png")
outputChatBox("MTA logo pixels is: "..dxGetTexturePixels(mtaLogo))
Requirements
Minimum server version
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n/a
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Minimum client version
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1.3
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Note: Using this feature requires the resource to have the above minimum version declared in the meta.xml <min_mta_version> section. e.g. <min_mta_version client="1.3" />
Changelog
1.3.0-9.04021
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Added surfaceIndex argument
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See Also