Revision Difference
render.DrawQuadEasy#512944
<function name="DrawQuadEasy" parent="render" type="libraryfunc">⤶
<description>⤶
Draws a quad.⤶
⤶
<rendercontext hook="false" type="3D"/>⤶
</description>⤶
<realm>Client</realm>⤶
<args>⤶
<arg name="position" type="Vector">Origin of the sprite.</arg>⤶
<arg name="normal" type="Vector">The face direction of the quad.</arg>⤶
<arg name="width" type="number">The width of the quad.</arg>⤶
<arg name="height" type="number">The height of the quad.</arg>⤶
<arg name="color" type="table">The color of the quad. Uses the <page>Color</page>.</arg>⤶
<arg name="rotation" type="number" default="0">The rotation of the quad counter-clockwise in degrees around the normal axis. In other words, the quad will always face the same way but this will rotate its corners.</arg>⤶
</args>⤶
</function>⤶
⤶
<example>⤶
<description>Example usage of this function.</description>⤶
<code>⤶
local mat = Material( "sprites/sent_ball" )⤶
local mat2 = Material( "models/wireframe" )⤶
hook.Add("PostDrawTranslucentRenderables", "DrawQuadEasyExample", function()⤶
⤶
-- Draw a rotating circle under local player⤶
render.SetMaterial( mat )⤶
local pos = LocalPlayer():GetPos()⤶
render.DrawQuadEasy( pos + Vector( 0, 0, 1 ), Vector( 0, 0, 1 ), 64, 64, Color( 255, 255, 255, 200 ), ( CurTime() * 50 ) % 360 )⤶
⤶
-- Draw 3 rotating wireframe quads where local player is looking at⤶
render.SetMaterial( mat2 )⤶
local tr = LocalPlayer():GetEyeTrace()⤶
render.DrawQuadEasy( tr.HitPos + tr.HitNormal, tr.HitNormal, 64, 64, Color( 255, 255, 255 ), ( CurTime() * 50 ) % 360 )⤶
⤶
local dir = tr.HitNormal:Angle()⤶
dir:RotateAroundAxis( tr.HitNormal, ( CurTime() * 50 ) % 360 )⤶
dir = dir:Up()⤶
⤶
-- We need to call this function twice, once for each side⤶
render.DrawQuadEasy( tr.HitPos + tr.HitNormal * 32, dir, 64, 64, Color( 255, 255, 255 ), 0 )⤶
render.DrawQuadEasy( tr.HitPos + tr.HitNormal * 32, -dir, 64, 64, Color( 255, 255, 255 ), 0 )⤶
end )⤶
</code>⤶
⤶
</example>