dxDrawCircle
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This function draws a circle shape on the screen - rendered for one frame. This should be used in conjunction with onClientRender in order to be display continuously.
By documentation this function does perform a triangle approximation of the cicle . This is important for when there is no shader support on the end-user hardware. If there is shader support then you can instead use shaders with euler-based math (sin/cos/asin) to create a smoother circle. The performance does scale much better than increasing the segment count of this function because drawing using shader would take up only one draw-call. Take look at this post for more details.
The above remark is about drawing circles on modern end-user hardware with angle-interval support, as necessary by example for pie-charts. Drawing full circles is easier because the math can be simplified to a euler distance calculation from the texcoord (0.5, 0.5) to the currently drawing pixel. Then the HLSL clip function can be used to not render any pixels outside of the circle. Read more about it in this post .
Syntax
dxDrawCircle ( )Code Examples
This function draws a rectangle with rounded corners.
function dxDrawRoundedRectangle(x, y, rx, ry, color, radius) rx = rx - radius * 2 ry = ry - radius * 2 x = x + radius y = y + radius
if (rx >= 0) and (ry >= 0) then dxDrawRectangle(x, y, rx, ry, color) dxDrawRectangle(x, y - radius, rx, radius, color) dxDrawRectangle(x, y + ry, rx, radius, color) dxDrawRectangle(x - radius, y, radius, ry, color) dxDrawRectangle(x + rx, y, radius, ry, color)
dxDrawCircle(x, y, radius, 180, 270, color, color, 7) dxDrawCircle(x + rx, y, radius, 270, 360, color, color, 7) dxDrawCircle(x + rx, y + ry, radius, 0, 90, color, color, 7) dxDrawCircle(x, y + ry, radius, 90, 180, color, color, 7) endenddxDrawRoundedRectangle(350, 50, 100, 100, tocolor(0, 255, 0, 255), 20)See Also
Drawing Functions
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawModel3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsFormat
- dxGetPixelsSize
- dxGetStatus
- dxGetTextSize
- dxGetTexturePixels
- dxGetTextWidth
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetShaderValue
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource