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DrawCircleShineOptions

Description of DrawCircleShineOptions table

note

This structure is not exported to Lua. The draw functions using this as parameter are expecting Lua table containing certain properties as described on this page.

Properties

renderStage: RenderStage

Which render stage this will be rendered at. See more at RenderStage page.
Default: RenderStage.World

isTranslucent: boolean

Translucent drawings are using alpha blending and never write to depth buffer, but they can read from it.
Translucent drawings are rendered after opaque ones.
Default: true

isUsingDepth: boolean

When using depth, this drawing will appear immersive in the game world and will become occluded by walls, grass, champions, etc where applicable.
Default: true

isUsingHeightMap: boolean

When using Height Map, this drawing's mesh vertices will be projected on the terrain.
Default: true

isCulling: boolean

When culling (true), this drawing's mesh backface will be not rendered. When false - both frontface and backface will be rendered.
This can be useful for translucent rotating drawings. For better performance please keep it enabled, unless you need the opposite.
Default: true

rotation: Vector3

Rotation Vector3 containing yaw, pitch and roll.
Default: Math.Vector3(0, 0, 0)

sortOrder: number

A number used in sorting algorithm. This can be useful to change the order in which this drawings appears compared to others, both in 2D (UI) and 3D (World) rendering.
Default: 10. Most other drawings in LS Core use sort order between 0 and 2.

lineWidth: number - float

Line width of the circle.
Default: 1.0

IsWholeCircle: boolean

When true, Renderer will use whole circle mesh. When false, it will use ring mesh, like a donut with a hole inside. Unless you want filled circle - please keep this disabled to prevent overdraw and keep better performance.
Default: false