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  1. Documentation
  2. Client functions
  3. dxSetShaderTessellation

Function

dxSetShaderTessellation

ClientShadersIdentical to MTA:SA

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)

See also