Native referenceFiveM

GET_SCREEN_COORD_FROM_WORLD_COORD

0x34E82F05DF2974F5 GRAPHICS
FUNCTION SIGNATURE
BOOL GET_SCREEN_COORD_FROM_WORLD_COORD(float worldX, float worldY, float worldZ, float* screenX, float* screenY);
Property Value
Native Name GET_SCREEN_COORD_FROM_WORLD_COORD
Hash 0x34E82F05DF2974F5
Return Type BOOL
Parameters worldX (float), worldY (float), worldZ (float), screenX (float*), screenY (float*)

Description: ``` 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.

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