DxDrawWiredSphere
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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