dxSetTextureEdge | Multi Theft Auto: Wiki Skip to content

dxSetTextureEdge

Client-side
Server-side
Shared

This functions allows you to change the edge handling after creating the texture.

OOP Syntax Help! I don't understand this!

Syntax

bool dxSetTextureEdge ( ​texture theTexture, ​string textureEdge, [ ​int border-color = 0 ] )
Required Arguments
  • theTexture: The affected texture.
  • textureEdge: The texture edge mode.
    • wrap: Wrap the texture at the edges (default).
    • clamp: Clamp the texture at the edges. This may help avoid edge artifacts.
    • mirror: Mirror the texture at the edges.
    • border
    • mirror-once
Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.

  • border-color (default: 0): If textureEdge is set to border, you are able to define a border color here.

Returns

  • bool: result

Returns true if success, false otherwise.

Code Examples

client

The following example draws the image ingame.

local renderTarget1 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget1, "wrap")
local renderTarget2 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget2, "mirror")
local renderTarget3 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget3, "clamp")
local renderTarget4 = dxCreateScreenSource(300, 300)
dxSetTextureEdge(renderTarget4, "border", tocolor(255, 0, 0))
addEventHandler("onClientRender", root, function()
-- Update the screen sources
dxUpdateScreenSource(renderTarget1)
dxUpdateScreenSource(renderTarget2)
dxUpdateScreenSource(renderTarget3)
dxUpdateScreenSource(renderTarget4)
-- Draw screen sources in different modes
dxDrawImageSection(20, 200, 300, 300, -50, 0, 100, 100, renderTarget1)
dxDrawImageSection(350, 200, 300, 300, -50, 0, 100, 100, renderTarget2)
dxDrawImageSection(680, 200, 300, 300, -50, 0, 100, 100, renderTarget3)
dxDrawImageSection(1010, 200, 300, 300, -50, 0, 100, 100, renderTarget4)
end)