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BindViewToScreenTexture

Since: IVPrismaUI5

virtual bool BindViewToScreenTexture(
PrismaView view,
void* rootObject,
const char* textureSubstring
) noexcept = 0;

Like BindViewToGeometry, but finds the target geometry by its diffuse texture path (case-insensitive substring match) instead of by node name.

Parameters

  • view - Target view handle. Call SetViewOffscreen(view, true) on it first.
  • rootObject - An RE::NiAVObject* passed as void*.
  • textureSubstring - A case-insensitive substring to match against geometry diffuse texture paths under rootObject.

Why this exists

Node names vary between different models of the same in-game object, but a shared texture name often doesn't. Every Pip-Boy replacer, for example, maps its screen to a texture named PipBoyScreen_d (the engine assigns the Pip-Boy render target by that texture name), so BindViewToScreenTexture(view, root, "pipboyscreen") binds correctly regardless of which specific Pip-Boy model is equipped.

Returns

true on success, same caching behavior as BindViewToGeometry.

See also

BindViewToGeometry, UnbindViewFromGeometry.