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.

Manual Review Required

Please finish this page using the corresponding Old Wiki article. Go to Contribution guidelines for more information.


This function sets the amount of geometric sub-division to use when drawing a shader element with dxDrawImage.

OOP Syntax Help! I don't understand this!

  • Method: shader:setTessellation(...)

Syntax

bool dxSetShaderTessellation ( element 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: value

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

Code Examples

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