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cam.PushModelMatrix#549840

<function name="PushModelMatrix" parent="cam" type="libraryfunc"> <description> Pushes the specified matrix onto the render matrix stack. Unlike opengl, this will replace the current model matrix. <note>This does not work with <page>cam.Start3D2D</page> if `multiply` is false.</note> <warning>When used in the Paint function of a panel, if you want to rely on the top-left position of the panel, you must use <page>VMatrix:Translate</page> with the (0, 0) position of the panel relative to the screen.</warning>⤶ </description> <realm>Client</realm> <args> <arg name="matrix" type="VMatrix">The matrix to push.</arg> <arg name="multiply" type="boolean" default="false">If set, multiplies given matrix with currently active matrix (<page>cam.GetModelMatrix</page>) before pushing.</arg> </args> </function> <example> <description>Rotates and scales text in the center of the screen.</description> <code> local custom_vector = Vector( 1, 1, 1 ) hook.Add("HUDPaint", "2d rotation test", function() local w, h = ScrW(), ScrH() local t = RealTime() * 50 local m = Matrix() local center = Vector( w / 2, h / 2 ) m:Translate( center ) m:Rotate( Angle( 0, t, 0 ) ) m:Scale( custom_vector * math.sin( t / 100 ) * 10 ) m:Translate( -center ) cam.PushModelMatrix( m ) surface.SetFont( "DermaDefault" ) surface.SetTextColor( 255, 255, 255, 255 ) surface.SetTextPos( w / 2, h / 2 ) surface.DrawText( "LOLLOLOLOL" ) cam.PopModelMatrix() end) </code> </example> <example> <description>Simple function to draw rotated text.</description> <code> function draw.RotatedText( text, x, y, font, color, ang) render.PushFilterMag( TEXFILTER.ANISOTROPIC ) render.PushFilterMin( TEXFILTER.ANISOTROPIC ) local m = Matrix() m:Translate( Vector( x, y, 0 ) ) m:Rotate( Angle( 0, ang, 0 ) ) surface.SetFont( font ) local w, h = surface.GetTextSize( text ) m:Translate( -Vector( w / 2, h / 2, 0 ) ) cam.PushModelMatrix( m ) draw.DrawText( text, font, 0, 0, color ) cam.PopModelMatrix() render.PopFilterMag() render.PopFilterMin() end </code> </example>