Revision Difference
render.DrawSphere#512941
<function name="DrawSphere" parent="render" type="libraryfunc">⤶
<description>⤶
Draws a sphere in 3D space. The material previously set with <page>render.SetMaterial</page> will be applied the sphere's surface.⤶
⤶
See also <page>render.DrawWireframeSphere</page> for a wireframe equivalent.⤶
⤶
<rendercontext hook="false" type="3D"/>⤶
</description>⤶
<realm>Client</realm>⤶
<args>⤶
<arg name="position" type="Vector">Position of the sphere.</arg>⤶
<arg name="radius" type="number">Radius of the sphere. Negative radius will make the sphere render inwards rather than outwards.</arg>⤶
<arg name="longitudeSteps" type="number">The number of longitude steps. This controls the quality of the sphere. Higher quality will lower performance significantly. 50 is a good number to start with.</arg>⤶
<arg name="latitudeSteps" type="number">The number of latitude steps. This controls the quality of the sphere. Higher quality will lower performance significantly. 50 is a good number to start with.</arg>⤶
<arg name="color" type="table" default="\u003Cpage\u003EGlobal.Color\u003C/page\u003E( 255, 255, 255 )">The color of the sphere. Uses the <page>Color</page>.</arg>⤶
</args>⤶
</function>⤶
⤶
<example>⤶
<description>This will draw a blue, half-translucent sphere (force field) at the position local player is looking.</description>⤶
<code>⤶
hook.Add( "PostDrawTranslucentRenderables", "test", function()⤶
⤶
--<page>⤶
when you draw a sphere, you have to specify what material the sphere is⤶
going to have before rendering it, render.SetColorMaterial()⤶
just sets it to a white material so we can recolor it easily.⤶
</page>⤶
render.SetColorMaterial()⤶
⤶
-- The position to render the sphere at, in this case, the looking position of the local player⤶
local pos = LocalPlayer():GetEyeTrace().HitPos⤶
⤶
-- Draw the sphere!⤶
render.DrawSphere( pos, 50, 30, 30, Color( 0, 175, 175, 100 ) )⤶
⤶
end )⤶
</code>⤶
⤶
</example>