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render.DrawSphere#520254

<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> <arg name="color" type="table" default="Color( 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>