GRAPHICS
GET_SCREEN_COORD_FROM_WORLD_COORD
0x34E82F05DF2974F5
Jenkins: 0x1F950E4B
Signature
// GRAPHICS
BOOL GET_SCREEN_COORD_FROM_WORLD_COORD(float worldX, float worldY, float worldZ, float* screenX, float* screenY)
Parameters
| Type | Name |
|---|---|
| float | worldX |
| float | worldY |
| float | worldZ |
| float* | screenX |
| float* | screenY |
Return type BOOL
Build 323
Former names
- _WORLD3D_TO_SCREEN2D
Documentation
Convert a world coordinate into its relative screen coordinate. (WorldToScreen) Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera. For .NET users... VB: Public Shared Function World3DToScreen2d(pos as vector3) As Vector2 Dim x2dp, y2dp As New Native.OutputArgument Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp) Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single)) End Function C#: Vector2 World3DToScreen2d(Vector3 pos) { var x2dp = new OutputArgument(); var y2dp = new OutputArgument(); Function.Call<bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp); return new Vector2(x2dp.GetResult<float>(), y2dp.GetResult<float>()); } //USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g '0.05' small. Used to be called _WORLD3D_TO_SCREEN2D I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.
APPI RP
Join us on FiveM
Semi-Serious GTA V roleplay on APPI RolePlay — hop into Discord for rules and onboarding, then follow the guide when you're ready to connect.