Revision Difference
render.DrawSprite#527425
<function name="DrawSprite" parent="render" type="libraryfunc">
	<description>
Draws a sprite in 3D space.
<rendercontext hook="false" type="3D"></rendercontext>
	</description>
	<realm>Client</realm>
	<args>
		<arg name="position" type="Vector">Position of the sprite.</arg>
		<arg name="width" type="number">Width of the sprite.</arg>
		<arg name="height" type="number">Height of the sprite.</arg>
		<arg name="color" type="table" default="Color( 255, 255, 255 )">Color of the sprite. Uses the <page>Color</page>.</arg>
	</args>
</function>
<example>
	<description>Draw a sprite at the center of the map</description>
	<code>
local pos,material,white = Vector(0,0,0), Material( "sprites/splodesprite" ),Color(255,255,255,255) --Define this sort of stuff outside of loops to make more efficient code.
local pos,material = Vector(0,0,0), Material( "sprites/splodesprite" ) --Define this sort of stuff outside of loops to make more efficient code.
hook.Add( "HUDPaint", "paintsprites", function()
	cam.Start3D() -- Start the 3D function so we can draw onto the screen.
		render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun
		render.DrawSprite( pos, 16, 16, white) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
		render.DrawSprite( pos, 16, 16, color_white) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
	cam.End3D()
end )
	</code>
	<output>An orange star appears at 0,0,0 on the map.</output>
</example>
<example>
	<description>
Function that displays a sprite at the given position, without the need of a specific rendering context
draw.VectorSprite(<page>Vector</page> position, <page>number</page> size, <page>Color</page> color, <page>boolean</page> constantSize)
	</description>
	<code>
local toDraw3d = {}
local sprites3d = 0
local toDraw2d = {}
local sprites2d = 0
local material = Material("sprites/light_ignorez")
function draw.VectorSprite(position, size, color, constantSize)
	if (not isvector(position)) then
		error("bad argument #1 to draw.DrawVectorSprite (Vector expected, got " .. type(position) .. ")")
	end
	if (not isnumber(size)) then
		error("bad argument #2 to draw.DrawVectorSprite (number expected, got " .. type(size) .. ")")
	end
	if (not IsColor(color)) then
		error("bad argument #3 to draw.DrawVectorSprite (Color expected, got " .. type(color) .. ")")
	end
	local tbl = {position, size, color}
	if (constantSize) then
		sprites2d = sprites2d + 1
		toDraw2d[sprites2d] = tbl
	else
		sprites3d = sprites3d + 1
		toDraw3d[sprites3d] = tbl
	end
end
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
hook.Add("PreDrawEffects", "draw.VectorSprite", function()
	if (sprites3d ~= 0) then
		render_SetMaterial(material)
		for i = 1, sprites3d do
			local info = toDraw3d[i]
			toDraw3d[i] = nil -- Clear the table every frame
			render_DrawSprite(info[1], info[2], info[2], info[3])
		end
		sprites3d = 0
	end
end)
local surface_SetMaterial = surface.SetMaterial
local surface_SetDrawColor = surface.SetDrawColor
local surface_DrawTexturedRect = surface.DrawTexturedRect
hook.Add("DrawOverlay", "draw.VectorSprite", function()
	if (sprites2d ~= 0) then
		surface_SetMaterial(material)
		for i = 1, sprites2d do
			local info = toDraw2d[i]
			toDraw2d[i] = nil
			local pos2d = info[1]:ToScreen()
			if pos2d.visible then
				surface_SetDrawColor(info[3])
				surface_DrawTexturedRect(pos2d.x, pos2d.y, info[2], info[2])
			end
		end
		sprites2d = 0
	end
end)
	</code>
</example>
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