DxDrawMaterialSectionLine3D
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This function draws a textured 3D line between two points in the 3D world - rendered for one frame. This should be used in conjunction with onClientPreRender in order to display continuously.
The 3D line with a large width value effectively becomes a rectangle, so it it possible to construct basic shapes such as boxes with several large width lines and the appropriate values for 'faceToward'.
Syntax
bool dxDrawMaterialSectionLine3D ( float startX, float startY, float startZ, float endX, float endY, float endZ, float u, float v, float usize, float vsize, [ bool flipUV = false, ] element material, float width, [ int color = white, [ bool postGUI = false, ] float faceTowardX, float faceTowardY, float faceTowardZ ] )
Required Arguments
- startX/Y/Z: The start position of the 3D line, representing a coordinate in the GTA world.
- endX/Y/Z: The end position of the 3D line, representing a coordinate in the GTA world.
- u: the absolute X coordinate of the top left corner of the section
- v: the absolute Y coordinate of the top left corner of the section
- usize: the absolute width of the section
- vsize: the absolute height of the section
- material: A material to draw the line with.
- width: The width/thickness of the line in GTA world units. (This is 1/75th of the width used in dxDrawLine3D)
Optional Arguments
20862
- color: An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
- postGUI: A bool representing whether the line should be drawn on top of or behind any ingame GUI.
- faceTowardX/Y/Z: The direction the front of the line should face towards. If this is not set, the front of the line always faces toward the camera.
Returns
Returns a true if the operation was successful, false otherwise.
Example
This example draws corona like effects near the player
coronaTexture = dxCreateTexture("corona.png") red = tocolor(255,0,0) green = tocolor(0,255,0) blue = tocolor(0,0,255) addEventHandler("onClientPreRender",root, function() local x,y,z = getElementPosition(localPlayer) dxSetBlendMode("add") -- Add blend mode looks best for corona effects drawCorona( x+2, y+2, z+1, 1, red ) drawCorona( x+1, y+3, z+2, 1, green ) drawCorona( x-1, y+2, z+3, 1, blue ) dxSetBlendMode("blend") -- Restore default end ) -- Draw the corona texture function drawCorona( x, y, z, size, color ) dxDrawMaterialSectionLine3D ( x, y, z+size, x, y, z-size, 0,0,1,1, coronaTexture, size, color) end
Requirements
This template will be deleted.
Changelog
Version | Description |
---|
1.5.5-9.11998 | Added postGUI argument |
1.5.8-9.20862 | Added flipUV argument |
See Also
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextSize
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource