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.
Syntax
bool dxSetShaderTessellation ( element theShader, int tessellationX, int tessellationY )
OOP Syntax Help! I don't understand this!
- Method: shader:setTessellation(...)
Required Arguments
- 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.
Returns
Returns true if the shader element's tessellation was successfully changed, false otherwise.
Example
myShader = dxCreateShader( "hello.fx" ) dxSetShaderTessellation ( myShader, 16, 16 )
Requirements
Minimum supported server | n/a |
---|---|
Minimum supported client | 1.1.1-9.03316 |
Note: Using this function requires the resource to have the above minimum version declared in the meta.xml <min_mta_version> section. e.g. <min_mta_version client="1.1.1-9.03316" />
See Also
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
FROM VERSION 1.5.7 r19626 ONWARDS
- dxDrawMaterialSectionLine3D
- dxDrawRectangle
- dxDrawText
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource