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dxDrawImage

Client-side
Server-side
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Draws an image on the screen for a single frame. In order for the image to stay visible continuously, you need to call this function with the same parameters on each frame update (see onClientRender).

Image files should ideally have dimensions that are a power of two, to prevent possible blurring.

Power of two: 2px, 4px, 8px, 16px, 32px, 64px, 128px, 256px, 512px, 1024px...

Tip

To help prevent edge artifacts when drawing textures, set textureEdge to "clamp" when calling dxCreateTexture .

Important

Do not draw image from path. Use a texture created with dxCreateTexture instead to efficiently draw image .

Important

For further optimising your DX code, see dxCreateRenderTarget . You should use render target whenever possible, in order to dramatically reduce CPU usage caused by many dxDraw* calls.

Syntax

dxDrawImage ( )

Code Examples

client

Example of a pendulum swinging from the top of the screen, made using dxDrawImage.

local screenWidth, screenHeight = guiGetScreenSize() -- Get screen resolution.
local arrowTexture = dxCreateTexture('arrow.png')
function renderDisplay ( )
local seconds = getTickCount() / 1000
local angle = math.sin(seconds) * 80
-- This will draw the graphic file 'arrow.png' at the top middle of the screen
-- using the size of 100 pixels wide, and 240 pixels high.
-- The center of rotation is at the top of the image.
dxDrawImage ( screenWidth/2 - 50, 0, 100, 240, arrowTexture, angle, 0, -120 )
end
addEventHandler("onClientRender", root, renderDisplay) -- Keep everything visible with onClientRender.