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)See Also
Drawing Functions
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTargetUpdated
- dxCreateScreenSource
- dxCreateShader
- dxCreateTextureUpdated
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawModel3DNew
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsFormat
- dxGetPixelsSize
- dxGetStatusUpdated
- dxGetTextSize
- dxGetTexturePixelsUpdated
- dxGetTextWidth
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetShaderValue
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource