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draw RenderTarget


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Não aparece os draw que usa a shader do resource dgs. Alguem sabe o porque e uma solução para isso ? 

 

local sx,sy = guiGetScreenSize()
local x,y =  (sx/1920), (sy/1080)
local dxScale = ((x/1920) / (y/1080)) 

renderTarget = dxCreateRenderTarget(sx,sy, true)


loadstring(exports["dgs-master"]:dgsImportFunction())()

local roundedRect = dgsCreateRoundRect(10, false, tocolor(255, 255, 255), nil, false)
local roundRectDown = dgsCreateRoundRect({{10, false}, {10, false}, {0, false}, {0, false}}, tocolor(255, 255, 255, 255), nil, false)

local components = { "weapon", "ammo", "health", "clock", "money", "breath", "armour", "wanted", "area_name", "radio", "vehicle_name" }

for _, component in ipairs(components) do
    setPlayerHudComponentVisible(component, false)
end

function drawHud()
    dxSetRenderTarget(renderTarget, true)

    dxDrawImage(x*1560,y*40,x*260,y*70, roundedRect, 0, 0, 0, tocolor(36, 36, 36,190), true)

    dxDrawRectangle(10, 50, 40, 40, tocolor(math.random(255), math.random(255), math.random(255)))

    dxDrawImage(x*1590,y*100,x*110,y*20, roundedRect, 0, 0, 0, tocolor(40, 40, 40, 240), true)
    dxDrawImage(x*1590,y*100,x*110,y*20, roundedRect, 0, 0, 0, tocolor(1, 202, 129, 245), true)

    dxDrawImage(x*1710,y*100,x*80,y*20, roundedRect, 0, 0, 0, tocolor(40, 40, 40, 240), true)
    dxDrawImage(x*1710,y*100,x*50,y*20, roundedRect, 0, 0, 0, tocolor(1, 150, 202, 245), true)
    dxSetRenderTarget()	


	dxDrawImage(220, 25, 500,500, renderTarget, -10,0,0)

end
addEventHandler("onClientRender", root, drawHud)

 

Edited by DaeRoNz
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