dxDrawPrimitive3D
Client-side
Server-side
Shared
This function draws a 3D primitive in the 3D world - rendered for one frame. This should be used in conjunction with onClientRender/onClientPreRender in order to display continuously.
Syntax
bool dxDrawPrimitive3D ( string pType, string stage, table vertex1, [ table vertex2... = nil ] )Required Arguments
- pType: Type of primitive to be drawn.
- pointlist: Renders the vertices as a collection of isolated points.
- linelist: Renders the vertices as a list of isolated straight line segments.
- linestrip: Renders the vertices as a single polyline.
- trianglelist: Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.
- trianglestrip: Renders the vertices as a triangle strip.
- trianglefan: Renders the vertices as a triangle fan.
- stage: A string representing a stage at which the actual drawcall should happen.
- prefx: Primitives are rendered before the color correction. This stage makes lines 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 line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).
- vertex1: Tables representing each primitive vertex, required amount of them is determined by primitive type. See vertices format below:
- posX - An float representing the X position of the vertex in the GTA world.
- posY - An float representing the Y position of the vertex in the GTA world.
- posZ - An float representing the Z position of the vertex in the GTA world.
- color (optional) - An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue). If it's not specified, white color is used.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.
- vertex2... (default: nil): Tables representing each primitive vertex, required amount of them is determined by primitive type. Check table format above.
Returns
- bool: result
Returns a true if the operation was successful, false otherwise.
Code Examples
client
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))endaddEventHandler("onClientRender", root, draw)Changelog
The postGUI argument has been removed and replaced with a stage argument.
See Also
Drawing Functions
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTargetUpdated
- dxCreateScreenSource
- dxCreateShader
- dxCreateTextureUpdated
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawModel3DNew
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsFormat
- dxGetPixelsSize
- dxGetStatusUpdated
- dxGetTextSize
- dxGetTexturePixelsUpdated
- dxGetTextWidth
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetShaderValue
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource
