EngineApplyShaderToWorldTexture: Difference between revisions

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{{New feature/item|4.0140|1.3.0|4140|
{{New feature/item|4.0140|1.3.0|4140|
*'''targetElement:''' The element to restrict applying the shader to. If this is not set the shader will be applied to everything using the texture name. Valid element types for targetElement are [[vehicle|vehicles]] and [[Object|objects]].
*'''targetElement:''' The element to restrict applying the shader to. If this is not set the shader will be applied to everything using the texture name. Valid element types for targetElement are [[vehicle|vehicles]] and [[Object|objects]].
{{New feature/item|4.0150|1.3.0|4418|
:'''targetElement''' can be a [[ped|ped]], with the restriction that the shader cannot contain a vertex shader.
}}
}}
}}
===Returns===
===Returns===
Returns ''true'' if the shader was successfully applied, ''false'' otherwise.
Returns ''true'' if the shader was successfully applied, ''false'' otherwise.
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{{ChangelogHeader}}
{{ChangelogHeader}}
{{ChangelogItem|1.3.0-9.04140|Added targetElement argument}}
{{ChangelogItem|1.3.0-9.04140|Added targetElement argument}}
{{ChangelogItem|1.3.0-9.04418|Added peds to allowed element types}}


==See Also==
==See Also==
{{Engine_functions}}
{{Engine_functions}}
{{Drawing_functions}}
{{Drawing_functions}}

Revision as of 13:16, 26 July 2012

This function applies a shader to one or more world textures.

Note: 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 [, element targetElement ] )

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.

Optional Arguments

ADDED/UPDATED IN VERSION 1.3.0 r4140:
  • targetElement: The element to restrict applying the shader to. If this is not set the shader will be applied to everything using the texture name. Valid element types for targetElement are vehicles and objects.
ADDED/UPDATED IN VERSION 1.3.0 r4418:
targetElement can be a ped, with the restriction that the shader cannot contain a vertex shader.

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" )

This untested example will apply a shader to the current vehicle of the local player

myShader = dxCreateShader( "hello.fx" )

addEventHandler("onClientVehicleEnter", root,
    function(thePlayer, seat)
        local theVehicle = source
        if seat == 0 and thePlayer == localPlayer then
            engineApplyShaderToWorldTexture( myShader, "vehiclegrunge256", theVehicle )
            engineApplyShaderToWorldTexture( myShader, "?emap*", theVehicle )
        end
    end
)

addEventHandler("onClientVehicleExit", root,
    function(thePlayer, seat)
        local theVehicle = source
        if seat == 0 and thePlayer == localPlayer then
            engineRemoveShaderFromWorldTexture( myShader, "vehiclegrunge256", theVehicle )
            engineRemoveShaderFromWorldTexture( myShader, "?emap*", theVehicle )
        end
    end
)

Changelog

Version Description
1.3.0-9.04140 Added targetElement argument
1.3.0-9.04418 Added peds to allowed element types

See Also