# GRAPHICS::_CREATE_SWATCH_TEXTURE_DICT

- **Hash:** `0x3D084D5568FB4028`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CreateSwatchTextureDict`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_CREATE_SWATCH_TEXTURE_DICT

## Signature

```c
BOOL _CREATE_SWATCH_TEXTURE_DICT(int slots);
```

## Parameters

- `slots` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CreateSwatchTextureDict(slots)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D084D5568FB4028, slots, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateSwatchTextureDict(slots);

// by hash
const retval = Citizen.invokeNative('0x3D084D5568FB4028', slots, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3D084D5568FB4028, slots);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [GRAPHICS::_DESTROY_SWATCH_TEXTURE_DICT](https://natives.borderlinerp.com/natives/GRAPHICS/_DESTROY_SWATCH_TEXTURE_DICT.md)

*Sources: alloc8or RDR3 NativeDB.*
