Revision Difference
render.DrawQuadEasy#518066
<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="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>