EngineApplyShaderToWorldTexture: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New feature|3.0110|1.1|
Only available in 1.1
}}
This function applies a [[shader]] to one or more world textures. The shader inherits the render states of the original when it is drawn, so texture stage 0 will already be set to the original texture.
This function applies a [[shader]] to one or more world textures. The shader inherits the render states of the original when it is drawn, so texture stage 0 will already be set to the original texture.



Revision as of 12:09, 1 September 2011

This function applies a shader to one or more world textures. The shader inherits the render states of the original when it is drawn, so texture stage 0 will already be set to the original texture.

Syntax

bool engineApplyShaderToWorldTexture ( element shader, string textureName )

Required Arguments

  • shader: The shader which is to be applied
  • textureName: The name of the world texture to apply the shader to. Wildcard matching e.g. "ro?ds*" can be used to apply to more than one texture at a time.

Returns

Returns true if the shader was successfully applied, false otherwise.

Example

This example will apply a shader to the "des_logwall" world texture (which is used by the house near the 'play' gamemode spawn point)

myShader = dxCreateShader( "hello.fx" )
engineApplyShaderToWorldTexture( myShader, "des_logwall" )

See Also