DxSetShaderTessellation: Difference between revisions

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{{Client function}}
{{Client function}}
{{Needs Checking|The example should depict better how does this function actually work with a texture.}}
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This function sets the amount of geometric sub-division to use when drawing a [[shader]] element with [[dxDrawImage]].
This function sets the amount of geometric sub-division to use when drawing a [[shader]] element with [[dxDrawImage]].


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dxSetShaderTessellation ( myShader, 16, 16 )
dxSetShaderTessellation ( myShader, 16, 16 )
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==Requirements==
{{Requirements|n/a|1.1.1-9.03316|}}


==See Also==
==See Also==
{{Drawing_functions}}
{{Drawing_functions}}
[[hu:dxSetShaderTessellation]]

Latest revision as of 15:34, 7 November 2024

Dialog-information.png This article needs checking.

Reason(s): The example should depict better how does this function actually work with a texture.

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 theShader, int tessellationX, int tessellationY )

OOP Syntax Help! I don't understand this!

Method: shader:setTessellation(...)


Required Arguments

  • theShader: 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 )

See Also