DxSetShaderTransform

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Revision as of 12:40, 31 December 2011 by Ccw (talk | contribs) (Created page with "{{Client function}} __NOTOC__ This function applies a 3D transformation to a shader element when it is draw with dxDrawImage. ==Syntax== <syntaxhighlight lang="lua"> bool dxSetShaderT...")
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This function applies a 3D transformation to a shader element when it is draw with dxDrawImage.

Syntax

bool dxSetShaderTransform ( element shader,
                            float rotationX, float rotationY, float rotationZ,
                          [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0,
                            bool bRotationCenterOffsetOriginIsScreen = false,
                            float perspectiveCenterOffsetX = 0, float perspectiveCenterOffsetY = 0,
                            bool bPerspectiveCenterOffsetOriginIsScreen = false ] )

Required Arguments

  • shader: The shader element whose transformation is to be changed
  • rotationX: Rotation angle in degrees around the X axis (Left,right). This will make the shader rotate along its width.
  • rotationY: Rotation angle in degrees around the Y axis (Up,down). This will make the shader rotate along its height.
  • rotationZ: Rotation angle in degrees around the Z axis (In,out). This will make the shader rotate in a similar way to the rotation argument in dxDrawImage.

Optional Arguments

  • rotationCenterOffsetX : The center of rotation offset X position in screen relative units.
  • rotationCenterOffsetY : The center of rotation offset Y position in screen relative units.
  • rotationCenterOffsetZ : The center of rotation offset Z position in screen relative units.
  • bRotationCenterOffsetOriginIsScreen : Set to true if the center of rotation origin should be the center of the screen rather than the center of the shader.
  • perspectiveCenterOffsetX : The center of perspective offset X position in screen relative units.
  • perspectiveCenterOffsetY : The center of perspective offset Y position in screen relative units.
  • bPerspectiveCenterOffsetOriginIsScreen : Set to true if the center of perspective origin should be the center of the screen rather than the center of the shader.

To convert screen relative units into screen pixel coordinates, multiply by the screen size. Conversely, to convert screen pixel coordinates to screen relative units, divide by the screen size.

Returns

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

Example


Requirements

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See Also