HU/dxCreateShader
Jump to navigation
Jump to search
Ez a function létrehoz egy árnyék elemet, mely a dxDraw függvényekben használható. A sikeres árnyék létrehozása nem garantált, hacsak a Effect File nem tartalmaz olyan biztonsági módszereket, amely minden számítógépén működni fog.
Tipp: Nagyon ajánlott a dxSetTestMode használata, amikor a dxCreateShader-t használva írunk és tesztelünk scripteket. |
Szintaxis
element, string dxCreateShader ( string filepath [, float priority = 0, float maxDistance = 0, bool layered = false, string elementTypes = "world,vehicle,object,other" ] )
OOP Syntax Help! I don't understand this!
- Method: DxShader(...)
Kötelező paraméterek
- filepath: A shader Effect File(.fx) fájl elérési útja
Tetszőleges paraméterek
A felsorolt tetszőlegesen választható paraméterek csak akkor helytállóak, ha ezeket az engineApplyShaderToWorldTexture-val használják
- priority: If more than one shader is matched to a world texture, the shader with the highest priority will be used. If there is more than one shader with the same highest priority, the most recently created shader is used.
- maxDistance: If non-zero, the shader will be applied to textures nearer than maxDistance only. This can speed up rendering, but (to look good) may require the shader to fade out it's own effect as the texture reaches maxDistance.
- layered: When set to true, the shader will be drawn in a separate render pass. Several layered shaders can be drawn on the same world texture. (To avoid Z fighting artifacts, you may have to add DepthBias=-0.0002; to the technique pass, but this might cause visual artifacts when applied on vehicles)
- elementTypes: A comma seperated list of element types to restrict this shader to. Valid element types are:
- world - Textures in the GTA world
- ped - Player and ped textures
- vehicle - Vehicles textures
- object - Objects textures
- other - Element textures which are not peds, vehicles or objects
- all - Everything
Visszatérési érték
- element: A shader element if successful, false if invalid arguments were passed to the function. You should always check to see if this function has returned false.
- string: The name of the technique that will be used.
Példa
addEventHandler( "onClientRender", root, function() if myShader then dxDrawImage( 100, 350, 300, 350, myShader ) end end ) -- Use 'toggle' command to switch shader on and off addCommandHandler( "toggle", function() if not myShader then myShader = dxCreateShader( "fancything.fx" ) -- Create shader else destroyElement( myShader ) -- Destroy shader myShader = nil end end )
Changelog
Version | Description |
---|
1.3.0-9.04435 | Added layered and elementTypes arguments |
Lásd még
- HU/dxConvertPixels
- HU/dxCreateFont
- HU/dxCreateRenderTarget
- HU/dxCreateScreenSource
- HU/dxCreateShader
- HU/dxCreateTexture
- HU/dxDrawCircle
- HU/dxDrawImage
- HU/dxDrawImageSection
- HU/dxDrawLine
- HU/dxDrawLine3D
- HU/dxDrawMaterialLine3D
- HU/dxDrawMaterialPrimitive
- HU/dxDrawPrimitive
- HU/dxDrawMaterialSectionLine3D
- HU/dxDrawRectangle
- HU/dxDrawText
- HU/dxGetBlendMode
- HU/dxGetFontHeight
- HU/dxGetMaterialSize
- HU/dxGetPixelColor
- HU/dxGetPixelsSize
- HU/dxGetPixelsFormat
- HU/dxGetStatus
- HU/dxGetTextWidth
- HU/dxGetTexturePixels
- HU/dxSetAspectRatioAdjustmentEnabled
- HU/dxSetBlendMode
- HU/dxSetPixelColor
- HU/dxSetRenderTarget
- HU/dxSetShaderValue
- HU/dxSetShaderTessellation
- HU/dxSetShaderTransform
- HU/dxSetTestMode
- HU/dxSetTextureEdge
- HU/dxSetTexturePixels
- HU/dxUpdateScreenSource