dxSetShaderTessellation | Multi Theft Auto: Wiki Skip to content

dxSetShaderTessellation

Client-side
Server-side
Shared
Needs checking

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.

OOP Syntax Help! I don't understand this!

  • Method:shader:setTessellation(...)

Syntax

bool dxSetShaderTessellation ( ​shader theShader, ​int tessellationX, ​int tessellationY )
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

  • bool: result

Returns true if the shader element's tessellation was successfully changed, false otherwise.

Code Examples

client
local myShader = dxCreateShader("hello.fx")
dxSetShaderTessellation(myShader, 16, 16)