Render Functions

Return to Functions

LoadTexture

    Arguments:
        1) string: path
    Return Type:
        bool

Loads the specified image file as a texture.

Returns true if loading was successful, otherwise returns false.

LoadTextureInLoadThread

    Arguments:
        1) string: path
    Return Type:
        bool

Loads specified image file as a texture in a separate thread.

Returns true if loading was successful, otherwise returns false.
Using this function inside @Loading is the same as using LoadTexture.
When using large images, the script will freeze until the image has finished loading.

RemoveTexture

    Arguments:
        1) string: path

Unloads the specified texture file.

GetTextureWidth

    Arguments:
        1) string: path
    Return Type:
        real

Returns the width of the specified image file.

GetTextureHeight

    Arguments:
        1) string: path
    Return Type:
        real

Returns the height of the specified image file.

SetFogEnable

    Arguments:
        1) bool: enable

Enables or disables fog.

SetFogParam

    Arguments:
        1) real: start
        2) real: end
        3) real: red
        4) real: green
        5) real: blue

Sets the fog parameters with the start and end distances from the player and the rgb values.

To turn the screen dark, you can use SetFogParam(250, 700, 0, 0, 0).

ClearInvalidRenderPriority

Clear invalid render priorities set with SetInvalidRenderPriorityA1.

SetInvalidRenderPriorityA1

    Arguments:
        1) real: start
        2) real: end

Sets invalid render priority between start and end render priorities.

Drawing within the specified range is disabled by this function.

GetReservedRenderTargetName

    Arguments:
        1) real: index
    Return Type:
        real

Returns the render target name reserved at Danmakufu's startup.

Index in range: 0-2
There is always a texture that can be obtained with this function.

CreateRenderTarget

    Arguments:
        1) string: targetName
    Return Type:
        bool

Creates a custom render target outside of the reserved ones.

To use, ObjPrim_SetTexture must have the name of the render target as a string.
Textures created with this function can be used for RenderToTextureA1 and other similar functions.

RenderToTextureA1

    Arguments:
        1) string: targetName
        2) real: start
        3) real: end
        4) bool: clearRenderTarget

Renders the specified range of invalid render priority drawings to a texture.

Set clearRenderTarget to true in order to clear the render target after each frame. If set to false, the render target will remain into the next frame.

RenderToTextureB1

    Arguments:
        1) string: targetName
        2) real: objectId
        3) bool: clearRenderTarget

Renders the specified object to a texture.

Set clearRenderTarget to true in order to clear the render target after each frame. If set to false, the render target will remain into the next frame.

SaveRenderedTextureA1

    Arguments:
        1) string: targetName
        2) string: fileName

Saves rendered texture to a file.

In Re:Dnh, the image will be saved as PNG regardless of extension. In vanilla Dnh, it will be BMP.
The image file created by this function can be used immediately after its execution.

SaveRenderedTextureA2

    Arguments:
        1) string: targetName
        2) string: fileName
        3) real: left
        4) real: top
        5) real: right
        6) real: bottom

Saves rendered texture to a file, given left/top/right/bottom bounds of the region to capture.

In Re:Dnh, the image will be saved as PNG regardless of extension. In vanilla Dnh, it will be BMP.
The image file created by this function can be used immediately after its execution.

SaveSnapShotA1

    Arguments:
        1) string: fileName

Saves a picture of the game to a file.

The image file created by this function can be used immediately after its execution.

SaveSnapShotA2

    Arguments:
        1) string: fileName
        2) real: left
        3) real: top
        4) real: right
        5) real: bottom

Saves a picture of the game to a file, given left/top/right/bottom bounds of the region to capture.

The image file created by this function can be used immediately after its execution.

SetGraphicsSettings

    Arguments:
        1) real: windowSizeIndex
        2) real: bFullscreen
        3) real: bBorderless
        4) real: bIntegerScale
        5) real: bVsync

Sets some graphics-related settings.

windowSizeIndex : The index of the window size to use, as defined in the .def
bFullscreen     : Whether or not to change to fullscreen mode
bBorderless     : Whether or not to use a borderless window when in fullscreen mode
bIntegerScale   : Whether or not to use integer scaling in borderless fullscreen mode
bVsync          : Whether or not to enable vsync

Note: All arguments may be set to NO_CHANGE to retain their current state

GetGraphicsSettings

    Return Type:
        any array

Returns a multi-type array of the current graphics settings.

The array is in the following format: [windowSizeIndex, bFullscreen, bBorderless. bIntegerScale, bVsync]

GetAspectRatio

    Arguments:
        1) real: windowSizeIndex
    Return Type:
        real const

Returns a constant representing the aspect ratio of the given window size index.

Current possible values are:

IsPixelShaderSupported

    Arguments:
        1) real: majorVersion
        2) real: minorVersion
    Return Type:
        bool

Returns true if the user's GPU supports the specified pixel shader version.

Example: IsPixelShaderSupported(3, 0); checks for Pixel Shader version 3.0

SetShader

    Arguments:
        1) real: objShader
        2) real: start
        3) real: end

Sets the shader object associated with objShader to affect render priorities between start and end.

Note: Render priorities are on a 0-1 scale.

SetShaderI

    Arguments:
        1) real: objShader
        2) real: start
        3) real: end

Sets the shader object associated with objShader to affect (integer) render priorities between start and end.

Note: Render priorities are on a 0-100 scale.

ResetShader

    Arguments:
        1) real: start
        2) real: end

Stops rendering textures within the specified render priority range to the shader object.

Note: Render priorities are on a 0-1 scale.

ResetShaderI

    Arguments:
        1) real: start
        2) real: end

Stops rendering textures within the specified (integer) render priority range to the shader object.

Note: Render priorities are on a 0-100 scale.