# CFX::REMOVE_TEXTURE

- **Hash:** `0x1582C7F2`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveTexture`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_TEXTURE

## Signature

```c
void REMOVE_TEXTURE(int textureId);
```

## Parameters

- `textureId` (`int`) — texture id created by `0xC5E7204F322E49EB`.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Removes the specified texture and remove it from the ped.
Unlike `0x6BEFAA907B076859` which only marks the texture as "can be reused" (and keeps it until will be reused), this function deletes it right away. Can fix some sync issues. `DOES_TEXTURE_EXIST` can be use to wait until fully unloaded by game

```lua
RemoveTexture(textureId)
while DoesTextureExist(textureId) do 
    Wait(0)
end
```

## Usage

### Lua

```lua
RemoveTexture(textureId)

-- always available, by hash
Citizen.InvokeNative(0x1582c7f2, textureId)
```

### JavaScript

```js
RemoveTexture(textureId);

// by hash
Citizen.invokeNative('0x1582c7f2', textureId);
```

### C#

```csharp
Function.Call((Hash)0x1582c7f2, textureId);
```

*Sources: Cfx.re native reference.*
