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Found 2 results

  1. for index, info in ipairs(blips) do dxSetRenderTarget(MiniMap["RenderTarget"], true) local bx = info.x local by = info.y local actualDist = getDistanceBetweenPoints2D(playerX, playerY, bx, by) local dist = actualDist/(worldMaxSize/((worldWidth+worldHeight)/2)) local rot = findRotation(bx, by, playerX, playerY)-camZ local blipX, blipY = getPointFromDistanceRotation( (MiniMap_x+MiniMap["width"]+MiniMap_x)/2, (MiniMap_y+MiniMap_y+MiniMap["height"])/2, math.min(dist, math.sqrt((MiniMap_y+MiniMap_y+MiniMap["height"])/2-MiniMap_y^2 + MiniMap_x+MiniMap["width"]-(MiniMap_x+MiniMap["width"]+MiniMap_x)/2^2)), rot ) local blipX = math.max(MiniMap_x, math.min(MiniMap_x+MiniMap["width"], blipX)) local blipY = math.max(MiniMap_y, math.min(MiniMap_y+MiniMap["height"], blipY)) local color = 255 dxDrawImage(blipX - blipSize/2, blipY - blipSize/2, blipSize, blipSize, "blips/".. info.blipID ..".png",0,0,0,tocolor(255,2555,255,255)) dxSetRenderTarget() end Why not working? No errors/warnings..
  2. Hello guys. First question: local width = 1024 local height = 256 local target = dxCreateRenderTarget ( width, height, true) So, i created a 1024*256 render target with alpha. But get dxGetStatus() says i used 2mb of video ram. Why? I guess an rgba color takes 4 byte. 1024*256 = 262144 pixel 262144 * 4 byte = 1048576 byte 1048576 / 1024 = 1024 kb 1024 / 1024 = 1 mb (Am i missed something?) So it should be 1 mb but it 2 mb so render targets uses double buffering? And if yes can i disable this, somehow? Because i only draw my render target once then use it forever. So it's just take my vram for nothing. Second question: What is exactly streaming memory? I mean is it the video memory? And what is the problem with it? SA doesn't manage it good enough and if i use too much modell in the same place then the video memory will be full then crash or wierd things happen?