Revision Difference
render.DrawWireframeSphere#524638
<function name="DrawWireframeSphere" parent="render" type="libraryfunc">
<description>
Draws a wireframe sphere in 3d space.
<rendercontext hook="false" type="3D"/>⤶
<rendercontext hook="false" type="3D"></rendercontext>⤶
</description>
<realm>Client</realm>
<args>
<arg name="position" type="Vector">Position of the sphere.</arg>
<arg name="radius" type="number">The size of the sphere.</arg>
<arg name="longitudeSteps" type="number">The amount of longitude steps.
The larger this number is, the smoother the sphere is.</arg>
<arg name="latitudeSteps" type="number">The amount of latitude steps.
The larger this number is, the smoother the sphere is.</arg>
<arg name="color" type="table" default="\u003Cpage\u003EGlobal.Color\u003C/page\u003E( 255, 255, 255 )">The color of the wireframe. Uses the <page>Color</page>.</arg>
<arg name="color" type="table" default="<page>Global.Color</page>( 255, 255, 255 )">The color of the wireframe. Uses the <page>Color</page>.</arg>
<arg name="writeZ" type="boolean" default="false">Whether or not to consider the Z buffer. If false, the wireframe will be drawn over everything currently drawn. If true, it will be drawn with depth considered, as if it were a regular object in 3D space.</arg>
</args>
</function>
<example>
<description>Draws a wireframe sphere over a normal sphere for an artistic effect.</description>
<code>
hook.Add( "PostDrawTranslucentRenderables", "test", function()
-- Set the draw material to solid white
render.SetColorMaterial()
-- The position to render the sphere at, in this case, the looking position of the local player
local pos = LocalPlayer():GetEyeTrace().HitPos
local radius = 50
local wideSteps = 10
local tallSteps = 10
-- Draw the sphere!
render.DrawSphere( pos, radius, wideSteps, tallSteps, Color( 0, 175, 175, 100 ) )
-- Draw the wireframe sphere!
render.DrawWireframeSphere( pos, radius, wideSteps, tallSteps, Color( 255, 255, 255, 255 ) )
end )
</code>
</example>