DxDrawWiredSphere: Difference between revisions
		
		
		
		
		
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CrosRoad95 (talk | contribs) No edit summary  | 
				Fernando187 (talk | contribs)   (Remove obsolete Requirements section)  | 
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==Syntax==    | ==Syntax==    | ||
<syntaxhighlight lang="lua">  | <syntaxhighlight lang="lua">  | ||
bool dxDrawWiredSphere( float x, float y, float z, float radius,   | bool dxDrawWiredSphere( float x, float y, float z, float radius, int theColor, float fLineWidth, uint iterations )  | ||
</syntaxhighlight>  | </syntaxhighlight>  | ||
| Line 20: | Line 20: | ||
==Example==    | ==Example==    | ||
<syntaxhighlight lang="lua">  | <syntaxhighlight lang="lua">  | ||
local BONE_IDS = {1, 2, 3, 4, 5, 6, 7, 8, 21, 22, 23, 24, 25, 26, 31, 32, 33, 34, 35, 36, 41, 42, 43, 44, 51, 52, 53, 54}  | |||
addEventHandler('onClientRender', root, function()  | |||
    for k, v in ipairs(BONE_IDS) do  | |||
        local x, y, z = getPedBonePosition(localPlayer, v)  | |||
        local color = tocolor(math.random(0, 255), math.random(0, 255), math.random(0, 255), math.random(0, 255))  | |||
        dxDrawWiredSphere(x, y, z, 0.1, color, 0.1, 4)  | |||
    end  | |||
end)  | |||
</syntaxhighlight>  | </syntaxhighlight>  | ||
Latest revision as of 17:17, 7 November 2024
This function drawn same sphere as /showcol. It provides 4 levels of iterations which mean density of sphere. Adjust radius to iterations to get optimum density of mesh. About 50 spheres with iterations = 4 can cause fps drop.
Syntax
bool dxDrawWiredSphere( float x, float y, float z, float radius, int theColor, float fLineWidth, uint iterations )
Required Arguments
- x, y, z: A position in world of sphere.
 - radius: A radius of sphere.
 - theColor: A color of sphere from tocolor function.
 - fLineWidth: A width of line
 - iterations : Number 1, 2, 3 or 4. 1 mean low density, 4 mean high.
 
Returns
Returns a true if the operation was successful, false otherwise.
Example
local BONE_IDS = {1, 2, 3, 4, 5, 6, 7, 8, 21, 22, 23, 24, 25, 26, 31, 32, 33, 34, 35, 36, 41, 42, 43, 44, 51, 52, 53, 54}
addEventHandler('onClientRender', root, function()
    for k, v in ipairs(BONE_IDS) do
        local x, y, z = getPedBonePosition(localPlayer, v)
        local color = tocolor(math.random(0, 255), math.random(0, 255), math.random(0, 255), math.random(0, 255))
        dxDrawWiredSphere(x, y, z, 0.1, color, 0.1, 4)
    end
end)
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