DxDrawPrimitive3D: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool dxDrawPrimitive3D ( string primitiveType, string stage | bool dxDrawPrimitive3D ( string primitiveType, string stage, table vertex1, table vertex2, table vertex3 [, table vertex4, ...] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 04:41, 27 May 2024
This function draws a 3D primitive in the 3D world - rendered for one frame. This should be used in conjunction with onClientRender in order to display continuously.
Syntax
bool dxDrawPrimitive3D ( string primitiveType, string stage, table vertex1, table vertex2, table vertex3 [, table vertex4, ...] )
Required Arguments
- primitiveType: The type of primitive to be drawn. This could be:
"pointlist" "linelist" "linestrip" "trianglefan" "trianglelist" "trianglestrip"
- stage: A string representing a stage at which the actual drawcall should happen:
- prefx - Primitives are rendered before the color correction. This stage makes primitives look natural to SA but colors could be distorted.
- postfx - Primitives are rendered after the color correction. This stage conveys a color from the function to a screen without distortions.
- postgui - Primitives are rendered after GUI. The primitive should be drawn on top of or behind any ingame GUI (rendered by CEGUI).
- vertex1: A table with the coordinates of the vertex plus its color.
- vertex2: A table with the coordinates of the vertex plus its color.
- vertex3: A table with the coordinates of the vertex plus its color.
The vertex should be passed like this:
{x, y, z, color}
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- vertexN: A table with the coordinates of the vertex plus its color. You can add as much as you want.
Returns
Returns a true if the operation was successful, false otherwise.
Example
This is a small example of creating 3D Primitive object with 4 vertex that will spawn on 'The Well Stacked Pizza Co.' in Idlewood.
local primitive = { {2087.8, -1804.2, 13.5, tocolor(255, 0, 0)}, {2087.7, -1810.5, 13.5, tocolor(0, 255, 0)}, {2092.7, -1813.6, 17.7, tocolor(0, 0, 255)}, {2097.5, -1806.8, 16, tocolor(255, 255, 255)} } function draw() dxDrawPrimitive3D("trianglefan", false, unpack(primitive)) end addEventHandler("onClientRender", root, draw)
Requirements
This template will be deleted.
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