Graphics::drawPoly
x/y/z - Location of a vertex (in world coords), presumably. ---------------- x1, y1, z1 : Coordinates for the first point x2, y2, z2 : Coordinates for the second point x3, y3, z3 : Coordinates for the third point r, g, b, alpha : Color with RGBA-Values
Keep in mind that only one side of the drawn triangle is visible: It's the side, in which the vector-product of the vectors heads to: (b-a)x(c-a) Or (b-a)x(c-b). But be aware: The function seems to work somehow differently. I have trouble having them drawn in rotated orientation. Try it yourself and if you somehow succeed, please edit this and post your solution. I recommend using a predefined function to call this. [VB.NET] Public Sub DrawPoly(a As Vector3, b As Vector3, c As Vector3, col As Color)
[Function].Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A)
End Sub
[C#] public void DrawPoly(Vector3 a, Vector3 b, Vector3 c, Color col) {
Function.Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A);
} BTW: Intersecting triangles are not supported: They overlap in the order they were called.
Syntax
```js mp.game.graphics.drawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, r, g, b, alpha); ```
Required Arguments
- x1: float
- y1: float
- z1: float
- x2: float
- y2: float
- z2: float
- x3: float
- y3: float
- z3: float
- r: int
- g: int
- b: int
- alpha: int
Return value
- Undefined
Example
```js // todo ```