- Documentation
- Client functions
- dxSetShaderTessellation
Function
dxSetShaderTessellation
Sets the mesh density for a shader's vertex effects. In Trilogy Hub it has no effect, because shaders only perform texture replacement.
Syntax
bool dxSetShaderTessellation(element theShader [, int tessellationX = 1, int tessellationY = 1])Arguments
theShaderelement- The shader.
tessellationXint, optional = 1- Horizontal subdivisions (no effect).
tessellationYint, optional = 1- Vertical subdivisions (no effect).
Returns
true for a valid shader.
Example
local shader = dxCreateShader("texture gTexture; technique t { pass P0 { Texture[0] = gTexture; } }")
dxSetShaderTessellation(shader, 4, 4)