DxSetShaderTessellation: Difference between revisions

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(Created page with "{{Client function}} __NOTOC__ {{New feature|3.0120|1.2| '''Available only in MTA SA 1.1.1 r3316 and onwards''' }} This set the amount of geometric sub-division when using a [[sh...")
 
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'''Available only in MTA SA 1.1.1 r3316 and onwards'''
'''Available only in MTA SA 1.1.1 r3316 and onwards'''
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This set the amount of geometric sub-division when using a [[shader]] element with dxDrawImage.
This function sets the amount of geometric sub-division to use when drawing a [[shader]] element with dxDrawImage.


Using tessellation allows a shader to manipulate the shape of the rendered image at each sub-division boundary.
Using tessellation allows a shader to manipulate the shape of the rendered image at each sub-division boundary.

Revision as of 00:06, 22 October 2011

Available only in MTA SA 1.1.1 r3316 and onwards This function sets the amount of geometric sub-division to use when drawing a shader element with dxDrawImage.

Using tessellation allows a shader to manipulate the shape of the rendered image at each sub-division boundary.

Syntax

bool dxSetShaderTessellation ( element shader, int tessellationX, int tessellationY )

Required Arguments

  • shader: The shader element whose tessellation is to be changed
  • tessellationX: The number of sub-division points along the X axis. Range is 1 to 500.
  • tessellationY: The number of sub-division points along the Y axis. Range is 1 to 500.

Returns

Returns true if the shader element's tessellation was successfully changed, false otherwise.

Example

myShader = dxCreateShader( "hello.fx" )
dxSetShaderTessellation ( myShader, 16, 16 )

Requirements

This template will be deleted.

See Also