HU/dxSetShaderTessellation
		
		
		
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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.
Szintaxis
bool dxSetShaderTessellation ( element theShader, int tessellationX, int tessellationY )
OOP Syntax Help! I don't understand this!
- Method: shader:setTessellation(...)
 
Kötelező paraméterek
- 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.
 
Visszatérési érték
Returns true if the shader element's tessellation was successfully changed, false otherwise.
Példa
myShader = dxCreateShader( "hello.fx" ) dxSetShaderTessellation ( myShader, 16, 16 )
Requirements
This template will be deleted.
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