DxSetBlendMode: Difference between revisions
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===Required Arguments=== | ===Required Arguments=== | ||
*'''blendMode :''' The blend mode to use which can be one of: | *'''blendMode :''' The blend mode to use which can be one of: | ||
**'''blend:''' The source textures are alpha blended to the screen/render target. | **'''blend:''' The source textures are alpha blended to the screen/render target. This is the default mode for drawing and gives the results we all know and love. | ||
**'''add:''' The source textures are added to the screen/render target. | **'''add:''' The source textures are added to the screen/render target. | ||
**'''modulate_add:''' The source textures are multiplied by the alpha and then added to the screen/render target. | **'''modulate_add:''' The source textures are multiplied by the alpha and then added to the screen/render target. |
Revision as of 15:31, 16 July 2014
This function sets the current blend mode for the dxDraw functions. Changing the blend mode can increase the quality when drawing text or certain other images to a render target. As a general guide use modulate_add when drawing text to a render target, and add when drawing the render target to the screen. Don't forget to restore the default blend at the end - See the example below.
Syntax
bool dxSetBlendMode ( string blendMode )
Required Arguments
- blendMode : The blend mode to use which can be one of:
- blend: The source textures are alpha blended to the screen/render target. This is the default mode for drawing and gives the results we all know and love.
- add: The source textures are added to the screen/render target.
- modulate_add: The source textures are multiplied by the alpha and then added to the screen/render target.
- overwrite : The source textures are overwritten. This can be useful for clearing render targets.
Returns
Returns true if successful, or false if invalid arguments were passed to the function.
Example
This example shows how to use modulate_add and add to avoid quality problems when using a render target:
local myRenderTarget = dxCreateRenderTarget(500, 500, true) -- -- Function to draw text to our render target texture when the 'r' key is pressed -- function updateRenderTarget() dxSetRenderTarget(myRenderTarget, true) dxSetBlendMode("modulate_add") -- Set 'modulate_add' when drawing stuff on the render target dxDrawText("Testing "..getTickCount(), 0, 0, 0, 0, tocolor(255, 255, 255, 255), 2, "clear") dxSetBlendMode("blend") -- Restore default blending dxSetRenderTarget() -- Restore default render target end bindKey("r", "down", updateRenderTarget ) -- -- Display render target contents -- addEventHandler("onClientRender", root, function() dxSetBlendMode("add") -- Set 'add' when drawing the render target on the screen dxDrawImage(100, 200, 500, 500, myRenderTarget, -10) dxSetBlendMode("blend") -- Restore default blending end )
Requirements
This template will be deleted.
Changelog
Version | Description |
---|
1.3.0-9.04425 | Added overwrite |
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