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	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T20:44:43Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_OpenGL_Api&amp;diff=11485</id>
		<title>Lua OpenGL Api</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_OpenGL_Api&amp;diff=11485"/>
		<updated>2011-04-10T06:06:31Z</updated>

		<summary type="html">&lt;p&gt;Freezerburn: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Spring =&lt;br /&gt;
&#039;&#039;&#039;gl.GetSun&#039;&#039;&#039;&lt;br /&gt;
  &amp;lt;font style=&amp;quot;font-size:90%&amp;quot;&amp;gt;()        -&amp;gt; number sunPosX, number sunPosY, number sunPosZ&lt;br /&gt;
  ( &amp;quot;pos&amp;quot; ) -&amp;gt; number sunPosX, number sunPosY, number sunPosZ&lt;br /&gt;
  ( &amp;quot;shadowDensity&amp;quot; [, &amp;quot;unit&amp;quot;] ) -&amp;gt; number shadowDensity&lt;br /&gt;
  ( &amp;quot;diffuse&amp;quot;       [, &amp;quot;unit&amp;quot;] ) -&amp;gt; nil | number r, number g, number b&lt;br /&gt;
  ( &amp;quot;ambient&amp;quot;       [, &amp;quot;unit&amp;quot;] ) -&amp;gt; nil | number r, number g, number b&lt;br /&gt;
  ( &amp;quot;specular&amp;quot; )                 -&amp;gt; nil | number r, number g, number b&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ConfigScreen&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;used for Unit LODs&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number screenWidth, number screenDistance ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DrawMiniMap&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;argument new in 0.82+&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;boolean tansform = true&amp;lt;/span&amp;gt; ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.SlaveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( boolean mode ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ConfigMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( int px, int py, int sx, int sy ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetViewSizes&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Matrices &amp;amp; Viewport =&lt;br /&gt;
&#039;&#039;&#039;gl.Viewport&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number w, number h ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PushMatrix&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PopMatrix&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;gl.Translate&#039;&#039;&#039;&lt;br /&gt;
  (number x, number y, number z) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Scale&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Rotate&#039;&#039;&#039;&lt;br /&gt;
  ( number angle, number x, number y, number z ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Billboard&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Use this to draw 2d primitives in DrawWorld().&lt;br /&gt;
To render a 2D billboarded quad in the gameworld at world position x,y,z, you do the following (at a minimum; I am skipping blending / depthtesting) here:&lt;br /&gt;
  gl.PushMatrix()&lt;br /&gt;
  gl.Texture(read what you need here)&lt;br /&gt;
  gl.Translate(x,y,z)&lt;br /&gt;
  gl.Billboard()			&lt;br /&gt;
  gl.TexRect(x1,y1,x2,y2)&lt;br /&gt;
  gl.PopMatrix()&amp;lt;/span &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.MatrixMode&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#MatrixMode|mode]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.LoadIdentity&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.LoadMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.MultMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( ?? ) -&amp;gt; ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Ortho&#039;&#039;&#039;&lt;br /&gt;
  ( number left, number right, number bottom, number top, number near, number far ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Frustum&#039;&#039;&#039;&lt;br /&gt;
  ( number left, number right, number bottom, number top, number near, number far ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PushPopMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( ?? ) -&amp;gt; ??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ClipPlane&#039;&#039;&#039;&lt;br /&gt;
  ( int plane, &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;note: $plane can only be 1 or 2&amp;lt;/font&amp;gt;&lt;br /&gt;
  boolean enable |&lt;br /&gt;
  number A, number B, number C, number D ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Clear =&lt;br /&gt;
&#039;&#039;&#039;gl.Clear&#039;&#039;&#039;&lt;br /&gt;
  ( GL.DEPTH_BUFFER_BIT [, number cleardepth] ) -&amp;gt; nil&lt;br /&gt;
  ( GL.STENCIL_BUFFER_BIT [, int clearstencil] ) -&amp;gt; nil&lt;br /&gt;
  ( GL.COLOR_BUFFER_BIT | GL.ACCUM_BUFFER_BIT [, number r, number g, number b, number a] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ResetState/Matrices =&lt;br /&gt;
&#039;&#039;&#039;gl.ResetState&#039;&#039;&#039; &amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;DON&#039;T USE IT AS LONG AS YOU KNOW WHAT YOU ARE DOING! each callin has different default states, but this function resets all states no matter what to the states below!&amp;lt;/span&amp;gt;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  ShadeModel = GL_SMOOTH&lt;br /&gt;
  Scissor    = false&lt;br /&gt;
  Texture    = false&lt;br /&gt;
  Lighting    = false,&lt;br /&gt;
  ColorMask  = true, true, true, true&lt;br /&gt;
  DepthMask  = false&lt;br /&gt;
  DepthTest  = false  (GL_LEQUAL)&lt;br /&gt;
  Culling    = false  (GL_BACK)&lt;br /&gt;
  LogicOp    = false  (GL_INVERT)&lt;br /&gt;
  AlphaTest  = false  (GL_GREATER, 0.5f)&lt;br /&gt;
  Blending   = true (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ResetMatrices&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
  Resets GL_TEXTURE matrix stack&lt;br /&gt;
  Resets GL_MODELVIEW matrix stack&lt;br /&gt;
  Resets GL_PROJECTION matrix stack&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Draw Basics =&lt;br /&gt;
&#039;&#039;&#039;gl.BeginEnd&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#Drawing_Primitives|GLType]], function [, arg1,... ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Color&#039;&#039;&#039;&lt;br /&gt;
  ( { number r, number g, number b[, number a] } |&lt;br /&gt;
      number r, number g, number b[, number a] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Vertex&#039;&#039;&#039;&lt;br /&gt;
  ( { number x, number y [, number z [, number w ]] } |&lt;br /&gt;
    number x, number y |&lt;br /&gt;
    number x, number y, number z |&lt;br /&gt;
    number x, number y, number z, number w ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Normal&#039;&#039;&#039;&lt;br /&gt;
  (  number x, number y, number z |&lt;br /&gt;
   { number x, number y, number z } ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.EdgeFlag&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Rect&#039;&#039;&#039;&lt;br /&gt;
  ( number x1, number y1, number x2, number y2 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.TexRect&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;texture rect&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number x1, number y1, number x2, number y2,&lt;br /&gt;
  [ boolean flip_s, boolean flip_t | number s1, number t1, number s2, number t2 ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Shape&#039;&#039;&#039;&lt;br /&gt;
 ( number [[Lua_ConstGL#Drawing_Primitives|GLtype]],&lt;br /&gt;
   elements = {&lt;br /&gt;
     [1] = { v | vertex   = { number x, number y, number z },           &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;required&amp;lt;/font&amp;gt;&lt;br /&gt;
             n | normal   = { number x, number y, number z },           &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;optional&amp;lt;/font&amp;gt;&lt;br /&gt;
             t | texcoord = { number x, number y },                     &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;optional&amp;lt;/font&amp;gt;&lt;br /&gt;
             c | color    = { number r, number g, number b, number a }  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;optional&amp;lt;/font&amp;gt;&lt;br /&gt;
     },&lt;br /&gt;
     etc ...&lt;br /&gt;
   }&lt;br /&gt;
 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.SecondaryColor&#039;&#039;&#039;&lt;br /&gt;
  ( { number r, number g, number b } |&lt;br /&gt;
      number r, number g, number b ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.FogCoord&#039;&#039;&#039;&lt;br /&gt;
  ( number value ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Display Lists =&lt;br /&gt;
&amp;lt;span class=note&amp;gt;Display Lists save given vertex attributes in a static buffer, so the GPU can directly read them (without the CPU). Display Lists are a lot faster (10-60x) than standard drawing with glShape/glBeginEnd, so try to use them when ever you can. If you want to learn more about them, g00gle is your friend ;)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.CreateList&#039;&#039;&#039;&lt;br /&gt;
  ( function [,arg1 [,arg2...]] ) -&amp;gt; number listID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.CallList&#039;&#039;&#039;&lt;br /&gt;
  ( number listID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DeleteList&#039;&#039;&#039;&lt;br /&gt;
  ( number listID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Text =&lt;br /&gt;
&#039;&#039;&#039;gl.Text&#039;&#039;&#039;&lt;br /&gt;
  (string &amp;quot;text&amp;quot;, number x, number y, number size [, string &amp;lt;span class=note&amp;gt;&amp;quot;options&amp;quot;&amp;lt;/span&amp;gt;] )&lt;br /&gt;
&amp;lt;span class=note&amp;gt;&lt;br /&gt;
  options are:&lt;br /&gt;
    horizontal alignment:&lt;br /&gt;
       &#039;c&#039; = center&lt;br /&gt;
       &#039;r&#039; = right&lt;br /&gt;
    vertical alignment:&lt;br /&gt;
       &#039;a&#039; = ascender&lt;br /&gt;
       &#039;t&#039; = top&lt;br /&gt;
       &#039;v&#039; = vertical center&lt;br /&gt;
       &#039;x&#039; = baseline&lt;br /&gt;
       &#039;b&#039; = bottom&lt;br /&gt;
       &#039;d&#039; = descender&lt;br /&gt;
    decorations:&lt;br /&gt;
       &#039;o&#039; = black outline&lt;br /&gt;
       &#039;O&#039; = white outline&lt;br /&gt;
       &#039;s&#039; = shadow&lt;br /&gt;
    other:&lt;br /&gt;
       &#039;n&#039; = don&#039;t round vertex coords to nearest integer (font may get blurry)&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
http://home.arcor.de/jkei/fontlines.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetTextWidth&#039;&#039;&#039;&lt;br /&gt;
  (string &amp;quot;text&amp;quot;) -&amp;gt; number width  &amp;lt;span class=note&amp;gt;(in pixels, with a font size of 1.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetTextHeight&#039;&#039;&#039;&lt;br /&gt;
  ( string &amp;quot;text&amp;quot; ) -&amp;gt; nil | number height, number descender, number numlines &amp;lt;span class=note&amp;gt;(in pixels, with a font size of 1.0)&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;further descriptions here: [[GetTextHeight]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=note&amp;gt;&amp;lt;b&amp;gt;If you have multiple gl.Text calls, then you can bunch them between a gl.BeginText and gl.EndText to speedup the rendering.&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;gl.BeginText&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.EndText&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Unit/Feature Draw Functions =&lt;br /&gt;
&#039;&#039;&#039;gl.Unit&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(draws an unit; on default it uses LOD, with lod&amp;lt;0 it is turned off, else it defines a specific level)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, [ boolean rawdraw, int lod ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitRaw&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(doesn&#039;t apply worldspace-&amp;gt;unit transformation! only works if &amp;lt;i&amp;gt;rawdraw&amp;lt;/i&amp;gt; is true )&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, [ boolean rawdraw, int lod ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitShape&#039;&#039;&#039;&lt;br /&gt;
  ( number unitDefID, number teamID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Feature&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.FeatureShape&#039;&#039;&#039;&lt;br /&gt;
  ( number featureDefID, number teamID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitMultMatrix&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(world space -&amp;gt; unit space)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitPieceMultMatrix&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(unit space -&amp;gt; piece space)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, int piece ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitPiece&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(draws the unit piece)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, int piece ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnitPieceMatrix&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(use gl.UnitPieceMultMatrix instead!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number unitID, int piece ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DrawListAtUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, number listID, [ boolean midPos,&lt;br /&gt;
      number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
      number degrees, number rotX, number rotX, number rotZ ] ) -&amp;gt; nil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DrawFuncAtUnit&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID, boolean midPos, function [, arg1,... ]) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= States (Blending,AlphaTest...) =&lt;br /&gt;
&#039;&#039;&#039;gl.Blending&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number [[Lua_ConstGL#BlendingFactorSrc|srcmode]], number [[Lua_ConstGL#BlendingFactorDest|dstmode]] ) -&amp;gt; nil&lt;br /&gt;
  ( string &amp;lt;span class=note&amp;gt;mode&amp;lt;/span&amp;gt; ) -&amp;gt; nil&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin-top: -5px; margin-left:5px&amp;quot;&lt;br /&gt;
! style=&amp;quot;color:#55ee99&amp;quot; | mode maybe:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;add&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_ONE, GL_ONE&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;alpha_add&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_SRC_ALPHA, GL_ONE&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;alpha&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;reset&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;color&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;modulate&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_DST_COLOR, GL_ZERO&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | &amp;quot;disable&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.BlendEquation&#039;&#039;&#039;&lt;br /&gt;
  ( number mode ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.BlendFunc&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#BlendingFactorSrc|srcmode]], number [[Lua_ConstGL#BlendingFactorDest|dstmode]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.BlendEquationSeparate&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;(needs openGL2.0!)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number modeRGB, number modeAlpha ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.BlendFuncSeparate&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;(needs openGL2.0!)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number [[Lua_ConstGL#BlendingFactorSrc|srcRGB]], number [[Lua_ConstGL#BlendingFactorDest|dstRGB]],  number [[Lua_ConstGL#BlendingFactorSrc|srcAlpha]], number [[Lua_ConstGL#BlendingFactorDest|dstAlpha]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.AlphaTest&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number [[Lua_ConstGL#AlphaFunction and  DepthFunction|func]], number threshold ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DepthTest&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number [[Lua_ConstGL#AlphaFunction and  DepthFunction|func]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Culling&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number [[Lua_ConstGL#Culling|face]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DepthClamp&#039;&#039;&#039;  &amp;lt;span class=warning&amp;gt;not always available, needs GL_NV_depth_clamp!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DepthMask&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ColorMask&#039;&#039;&#039;&lt;br /&gt;
  ( boolean ) -&amp;gt; nil&lt;br /&gt;
  ( boolean r, boolean g, boolean b, boolean a ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.LogicOp&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number [[Lua_ConstGL#LogicOp|func]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Fog&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Smoothing&#039;&#039;&#039;&lt;br /&gt;
 ( (boolean enable | number POINT), &lt;br /&gt;
   (boolean enable | number LINE),&lt;br /&gt;
   (boolean enable | number POLYGON) ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.EdgeFlag&#039;&#039;&#039;&lt;br /&gt;
 ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Scissor&#039;&#039;&#039;&lt;br /&gt;
  ( boolean ) -&amp;gt; nil&lt;br /&gt;
  ( int x, int y, int w, int h ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.LineStipple&#039;&#039;&#039;&lt;br /&gt;
  ( string any ) -&amp;gt; nil &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(use springs default line stipple)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
  ( int factor, number pattern ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PolygonMode&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#Culling|face]], number [[Lua_ConstGL#PolygonMode|mode]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PolygonOffset&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable | number factor, number units ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PushAttrib&#039;&#039;&#039;&lt;br /&gt;
  ( [ number [[Lua_ConstGL#glPushAttrib.28.29_bits|attrib]] ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PopAttrib&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Stencil =&lt;br /&gt;
&#039;&#039;&#039;gl.StencilTest&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.StencilMask&#039;&#039;&#039;&lt;br /&gt;
  ( number mask ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.StencilFunc&#039;&#039;&#039;&lt;br /&gt;
  ( number func, number ref, number mask ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.StencilOp&#039;&#039;&#039;&lt;br /&gt;
  ( number fail, number zfail, number zpass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.StencilMaskSeparate&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;(needs openGL2.0!)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number [[Lua_ConstGL#Culling|face]], number mask ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.StencilFuncSeparate&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;(needs openGL2.0!)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number [[Lua_ConstGL#Culling|face]], number func, number ref, number mask ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.StencilOpSeparate&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;(needs openGL2.0!)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number [[Lua_ConstGL#Culling|face]], number fail, number zfail, number zpass ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= LineWidth &amp;amp; PointSize =&lt;br /&gt;
&#039;&#039;&#039;gl.LineWidth&#039;&#039;&#039;&lt;br /&gt;
  ( number width ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PointSize&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(values != 1 can break severely on ATI cards, see http://springrts.com/mantis/view.php?id=2390)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number size ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PointSprite&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs openGL2.0!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( boolean enable, [boolean coord_replace, boolean coord_origin_upper] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.PointParameter&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs openGL2.0!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number v1, number v2, number v3, &lt;br /&gt;
    [ number sizeMin, number sizeMax, number sizeFade ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Textures =&lt;br /&gt;
&#039;&#039;&#039;gl.Texture&#039;&#039;&#039;&lt;br /&gt;
  ( [ number texNum, ] boolean enable | string &amp;lt;span class=note&amp;gt;name&amp;lt;/span&amp;gt; ) -&amp;gt; nil | boolean loaded&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;This is the only call-out that is needed to load and draw any texture in a Lua script. All you have to do is pass it a valid path to a valid png and it will use that image for drawing any subsequent textured rectangles. This is shown in the last line of the following list of valid strings for the name parameter.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=note&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin-top: -5px; margin-left:5px&amp;quot;&lt;br /&gt;
! style=&amp;quot;color:#55ee99; text-align:left&amp;quot; |`name` maybe:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | #12&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = unitDef 12 buildpic&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | %34:1&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = unitDef 34 s3o tex2 (:0-&amp;gt;tex1,:1-&amp;gt;tex2)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | %-102:0&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = featureDef 102 s3o tex1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | !56&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = lua generated texture 56 (= return value of gl.CreateTexture)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $units&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = 3do textureatlas tex1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $units1&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = 3do textureatlas tex1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $units2&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = 3do textureatlas tex2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $shadow&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = shadowmap&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $specular&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = specular cube map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $reflection&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = reflection cube map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $shading&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = ground shading texture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $grass&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = grass shading texture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | $heightmap&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = heightmap (needs HeightMapTexture=1 set in spring config)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | ${opt}:/LuaUI/images/image.png &lt;br /&gt;
| style=&amp;quot;color:#55ee99&amp;quot; | = load a texture from the VFS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
   possible ${opt}&#039;s are:&lt;br /&gt;
      &#039;n&#039; = nearest&lt;br /&gt;
      &#039;l&#039; = linear&lt;br /&gt;
      &#039;a&#039; = aniso&lt;br /&gt;
      &#039;i&#039; = invert&lt;br /&gt;
      &#039;g&#039; = greyed&lt;br /&gt;
      &#039;c&#039; = clamped&lt;br /&gt;
      &#039;b&#039; = border&lt;br /&gt;
      &#039;t%r,%g,%b&#039; = tint&lt;br /&gt;
      &#039;r%width,%height&#039; = resize&lt;br /&gt;
&lt;br /&gt;
    example: &amp;quot;:iac:/LuaUI/images/image.png&amp;quot;&lt;br /&gt;
    example: &amp;quot;:cr16,16:/LuaUI/images/image.png&amp;quot;&lt;br /&gt;
    example2: &amp;quot;:t1.0,0.5,0:/LuaUI/images/image.png&amp;quot;  (orange tint)&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.CreateTexture&#039;&#039;&#039;&lt;br /&gt;
  ( int xsize, int ysize,&lt;br /&gt;
  [ { &lt;br /&gt;
    [target     = number,] &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;(like GL_TEXTURE_1D,GL_TEXTURE_2D,...)&amp;lt;/font&amp;gt;&lt;br /&gt;
    [format     = number,]&lt;br /&gt;
    [min_filter = [[Lua_ConstGL#Texture_Filtering|number]],]&lt;br /&gt;
    [mag_filter = [[Lua_ConstGL#Texture_Filtering|number]],]&lt;br /&gt;
    [wrap_s     = [[Lua_ConstGL#Texture_Clamping|number]],]&lt;br /&gt;
    [wrap_t     = [[Lua_ConstGL#Texture_Clamping|number]],]&lt;br /&gt;
    [wrap_r     = [[Lua_ConstGL#Texture_Clamping|number]],]&lt;br /&gt;
    [aniso      = number,]&lt;br /&gt;
    [border     = boolean,]&lt;br /&gt;
    [fbo        = boolean,] &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs GLEW_EXT_framebuffer_object!)&amp;lt;/font&amp;gt;&lt;br /&gt;
    [fboDepth   = boolean] &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs GLEW_EXT_framebuffer_object!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  } ]&lt;br /&gt;
  ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DeleteTexture&#039;&#039;&#039;&lt;br /&gt;
  ( string texture ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DeleteTextureFBO&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs GLEW_EXT_framebuffer_object!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( string texture ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.TextureInfo&#039;&#039;&#039;&lt;br /&gt;
  ( string texture ) -&amp;gt; nil | {&lt;br /&gt;
      xsize = number,&lt;br /&gt;
      ysize = number,&lt;br /&gt;
      alpha = boolean, //not used yet&lt;br /&gt;
      type  = number,  //not used yet&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;&lt;br /&gt;
   the format of the texture string is the same as in gl.Texture()&lt;br /&gt;
&amp;lt;/font&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.TexCoord&#039;&#039;&#039;&lt;br /&gt;
  ( number x | &lt;br /&gt;
    number x, number y |&lt;br /&gt;
    number x, number y, number z |&lt;br /&gt;
    number x, number y, number z, number w |&lt;br /&gt;
    { number x [, number y [, number z [, number w ]]] } ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.MultiTexCoord&#039;&#039;&#039;&lt;br /&gt;
  ( int texNum,&lt;br /&gt;
    number x |&lt;br /&gt;
    number x, number y |&lt;br /&gt;
    number x, number y, number z |&lt;br /&gt;
    number x, number y, number z, number w |&lt;br /&gt;
    { number x [, number y [, number z [, number w ]]] } ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.TexEnv&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#Texture_Environment|target]], number [[Lua_ConstGL#Texture_Environment|pname]],&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Environment|value]] |&lt;br /&gt;
    number var1, number var2, number var3 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.MultiTexEnv&#039;&#039;&#039;&lt;br /&gt;
  ( int texNum, number [[Lua_ConstGL#Texture_Environment|target]], number [[Lua_ConstGL#Texture_Environment|pname]],&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Environment|value]] |&lt;br /&gt;
    number var1, number var2, number var3 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.TexGen&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#Texture_Generation|target]],&lt;br /&gt;
    boolean state |&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Generation|pname]], number value |&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Generation|pname]], number var1, number var2, number var3 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.MultiTexGen&#039;&#039;&#039;&lt;br /&gt;
  ( int texNum, number [[Lua_ConstGL#Texture_Generation|target]],&lt;br /&gt;
    boolean state |&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Generation|pname]], number value |&lt;br /&gt;
    number [[Lua_ConstGL#Texture_Generation|pname]], number var1, number var2, number var3 ) -&amp;gt; nil       &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.CopyToTexture&#039;&#039;&#039;&lt;br /&gt;
  (string texture, int xoff, int yoff, int x, int y, int w, int h &lt;br /&gt;
  [,number target,number level])-&amp;gt;nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.RenderToTexture&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs GLEW_EXT_framebuffer_object!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( string fbotexture, lua_func ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GenerateMipmap&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(needs glGenerateMipmapEXT!)&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( string texture ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
= PixelReadback =&lt;br /&gt;
&#039;&#039;&#039;gl.SaveImage&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number w, number h,&lt;br /&gt;
    string filename [, table {alpha=boolean, yflip=boolean} ] ) -&amp;gt; nil | boolean success&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ReadPixels&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number w, number h [, number format = GL_RGBA ] )&lt;br /&gt;
    -&amp;gt; nil | number r,[g,[b,[a]]] | table { { {1 = number r, 2 = number g, 3 = number b, 4 = number a}, ... }, ... }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lights =&lt;br /&gt;
&#039;&#039;&#039;gl.Lighting&#039;&#039;&#039;&lt;br /&gt;
  ( boolean enable ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.ShadeModel&#039;&#039;&#039;&lt;br /&gt;
  ( number [[Lua_ConstGL#ShadeModel|mode]] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Light&#039;&#039;&#039;&lt;br /&gt;
  ( int light, &lt;br /&gt;
  boolean enable |&lt;br /&gt;
  number [[Lua_ConstGL#Light_Specification|pname]], number param |&lt;br /&gt;
  number [[Lua_ConstGL#Light_Specification|pname]], number param1, number param2, number param3 ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Material&#039;&#039;&#039;&lt;br /&gt;
  ({&lt;br /&gt;
    ambient   = {number r, number g, number b[, number a]},&lt;br /&gt;
    diffuse   = {number r, number g, number b[, number a]},&lt;br /&gt;
    ambidiff  = {number r, number g, number b[, number a]},&lt;br /&gt;
    emission  = {number r, number g, number b[, number a]},&lt;br /&gt;
    specular  = {number r, number g, number b[, number a]},&lt;br /&gt;
    shininess = number specularExponent&lt;br /&gt;
  }) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Hardware relevant =&lt;br /&gt;
&#039;&#039;&#039;gl.HasExtension&#039;&#039;&#039;&lt;br /&gt;
  ( string extname ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetNumber&#039;&#039;&#039;&lt;br /&gt;
  ( number ext, int count ) -&amp;gt; number [, number, number, ... #count ]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetString&#039;&#039;&#039;&lt;br /&gt;
  ( number ext ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DrawGroundPrimitives =&lt;br /&gt;
&#039;&#039;&#039;gl.DrawGroundCircle&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z, number radius, number divs [, number slope ] ) -&amp;gt; nil&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Note: number divs is the number of sides the circle will have. the higher the smoother the circle (and more GPU intensive) &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.DrawGroundQuad&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Note: x1,z1,x2 &amp;amp; z2 are rounded, so don&#039;t use it for very small or moving objects. x and z are correspond to the coordinates displayed by the tooltip &amp;lt;/font&amp;gt;&lt;br /&gt;
  ( number x1, number z1, number x2, number z2,&lt;br /&gt;
    [ boolean useNorm, &amp;lt;span class=warning&amp;gt;(does nothing!)&amp;lt;/span&amp;gt;&lt;br /&gt;
      [ number tu1, number tv1, number tu2, number tv2 |&lt;br /&gt;
        boolean useTextureCoord ] ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Queries =&lt;br /&gt;
&#039;&#039;&#039;gl.CreateQuery&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;needs &amp;gt;=OpengGL2.0!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; nil | userdata query&lt;br /&gt;
&#039;&#039;&#039;gl.DeleteQuery&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;needs &amp;gt;=OpengGL2.0!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( userdata query ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.RunQuery&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;needs &amp;gt;=OpengGL2.0!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( userdata query, function, arg1, arg2, ... ) -&amp;gt; nil&lt;br /&gt;
&#039;&#039;&#039;gl.GetQuery&#039;&#039;&#039; &amp;lt;span class=warning&amp;gt;needs &amp;gt;=OpengGL2.0!&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( userdata query ) -&amp;gt; nil | number renderedFragments&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Extended =&lt;br /&gt;
&#039;&#039;&#039;gl.ActiveTexture&#039;&#039;&#039;&lt;br /&gt;
  ( int texNum, function [, arg1,... ] ) -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetGlobalTexNames&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; { [1] = string texture, etc ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetGlobalTexCoords&#039;&#039;&#039; &amp;lt;span class=note&amp;gt;gets the texcoord of a 3do texture in the 3do texture atlas&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( string 3doTextureName ) -&amp;gt; number xstart, number ystart, number xend, number yend&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.UnsafeState&#039;&#039;&#039;&lt;br /&gt;
  ( number state [, boolean disable_state ], function, arg1, arg2, ... ) -&amp;gt; nil&lt;br /&gt;
  &amp;lt;span class=note&amp;gt;Calls glEnable(state) or glDisable(state) (if disable_state==true) and&amp;lt;br&amp;gt;then calls the lua_function and afterwards reverts the state.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetShadowMapParams&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; number xmid, number ymid, number p17, number p18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.GetMatrixData&#039;&#039;&#039;&lt;br /&gt;
  ( GL.PROJECTION [, int i] ) -&amp;gt; nil | number, etc.. | number Matrix[i]&lt;br /&gt;
  ( GL.MODELVIEW  [, int i] ) -&amp;gt; nil | number, etc.. | number Matrix[i] &lt;br /&gt;
  ( GL.TEXTURE    [, int i] ) -&amp;gt; nil | number, etc.. | number Matrix[i]&lt;br /&gt;
  ( &amp;quot;shadow&amp;quot; )                -&amp;gt; nil | number, etc.. &lt;br /&gt;
  ( &amp;quot;camera&amp;quot; )                -&amp;gt; nil | number, etc.. &lt;br /&gt;
  ( &amp;quot;caminv&amp;quot; )                -&amp;gt; nil | number, etc.. &lt;br /&gt;
  ( &amp;quot;camprj&amp;quot; )                -&amp;gt; nil | number, etc.. &lt;br /&gt;
  ( &amp;quot;billboard&amp;quot; )             -&amp;gt; nil | number, etc.. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Flush&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gl.Finish&#039;&#039;&#039;&lt;br /&gt;
  () -&amp;gt; nil&lt;br /&gt;
&lt;br /&gt;
= Shaders (GLSL) =&lt;br /&gt;
  [[Lua_GLSL_Api]]&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Freezerburn</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=10958</id>
		<title>LuaCallinReturn</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=10958"/>
		<updated>2011-04-10T05:56:37Z</updated>

		<summary type="html">&lt;p&gt;Freezerburn: /* Commands, general-purpose: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
===Lua Call-Ins, with parameters===&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Here are the known reserved parameter values for all Lua Call-Ins.  If you add new Call-Ins to Spring, please document them here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Commands, general-purpose:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Shutdown()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;LayoutButtons()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ConfigureLayout()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandNotify()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;id, params, options&amp;quot;, where id = the CommandID&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyPress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key, mods, isRepeat&amp;quot;, where key = keymap, mods = SHIFT, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, label&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseMove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, dx, dy, button&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MousePress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;button parameter values: left - 1, middle - 2, right - 3&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Please note that in order to have Spring call MouseRelease, you need to have a MousePress call-in in the same widget that returns true.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;IsAbove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GetTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.  Returns WorldTooltip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AddConsoleLine()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;msg, priority&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, labeltext&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag, synced&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandFallback()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandsChanged()&amp;lt;/font&amp;gt; --&amp;gt; unknown (none?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitDefID, builderID, builderTeam, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, oldTeam, newTeam, capture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;builderID, builderTeam, unitID, unitDefID, part&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureDefID, teamID, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceLevel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, builderID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFinished()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFromFactory()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, factID, factDefID, userOrders&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, attackerID?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitTaken()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, newTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitGiven()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, oldTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitIdle()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdOpts, cmdParams&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitSeismicPing()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, z, strength&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLoaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, transportID, transportTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnloaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, transportID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCloaked()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDecloaked)&amp;lt;/font&amp;gt;--&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitMoveFailed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;StockpileChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, weaponNum, oldCount, newCount&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Feature-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TerraformComplete()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, buildUnitID, buildUnitDefID, buildUnitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCmdDone()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drawing:==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawGenesis()&amp;lt;/font&amp;gt; --&amp;gt; none.  Don&#039;t render here.&lt;br /&gt;
&lt;br /&gt;
* Spring draws the sky, the map, some water types, and unit selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorldPreUnit()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
* Spring draws units, features, some water types, cloaked units, and the sun.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorld()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
* Spring draws command queues, &#039;map stuff&#039;, and map marks.&lt;br /&gt;
&lt;br /&gt;
Each unit might also have a DrawUnit call, [[Lua_UnitRendering|enabled here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawUnit(unitID,DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With enum DrawMode {&amp;lt;br&amp;gt;&lt;br /&gt;
	notDrawing     = 0,&amp;lt;br&amp;gt;&lt;br /&gt;
	normalDraw     = 1,&amp;lt;br&amp;gt;&lt;br /&gt;
	shadowDraw     = 2,&amp;lt;br&amp;gt;&lt;br /&gt;
	reflectionDraw = 3,&amp;lt;br&amp;gt;&lt;br /&gt;
	refractionDraw = 4&amp;lt;br&amp;gt;&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreenEffects()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;vsx, vsy&amp;quot; where vsx, vsy are screen coords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreen()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawInMiniMap()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;sx, sy&amp;quot; where sx,sy are values relative to the minimap&#039;s position and scale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldShadow()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldReflection()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldRefraction()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
==Game Events:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Explosion()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;weaponID, px, py, pz, ownerID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShockFront()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;power, dx, dy, dz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameFrame()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;frameNum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CobCallback()&amp;lt;/font&amp;gt; --&amp;gt; unknown, marked FIXME.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GroupChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;groupID&amp;quot; where groupID is the value of Group whose table value changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;WorldTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;ttType, data1, data2, data3&amp;quot; special, should be documented in detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePreload()&amp;lt;/font&amp;gt;  --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameStart()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameOver()&amp;lt;/font&amp;gt; --&amp;gt;  &amp;quot;[ [1] = allyTeamID1, [2] = allyTeamID2, ... ]&amp;quot;,  a list of winning allyteams, if empty the game result was undecided ( like when dropping from an host )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;   Will return nil in pre 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TeamDied()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;TeamID&amp;quot; where TeamID = the team that has been eliminated.&lt;br /&gt;
&lt;br /&gt;
==Projectiles:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, proOwnerID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Freezerburn</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=10957</id>
		<title>LuaCallinReturn</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LuaCallinReturn&amp;diff=10957"/>
		<updated>2011-04-10T05:53:33Z</updated>

		<summary type="html">&lt;p&gt;Freezerburn: /* Commands, general-purpose: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
===Lua Call-Ins, with parameters===&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Here are the known reserved parameter values for all Lua Call-Ins.  If you add new Call-Ins to Spring, please document them here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Commands, general-purpose:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Shutdown()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;LayoutButtons()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ConfigureLayout()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandNotify()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;id, params, options&amp;quot;, where id = the CommandID&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyPress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key, mods, isRepeat&amp;quot;, where key = keymap, mods = SHIFT, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;KeyRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;key&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, label&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseMove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, dx, dy, button&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MousePress()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MouseRelease()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, button&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=#dd9944&amp;gt;Please note that in order to have Spring call MouseRelease, you need to have a MousePress call-in in the same widget that returns true.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;IsAbove()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GetTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y&amp;quot; where x,y = screen coordinates.  Returns WorldTooltip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AddConsoleLine()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;msg, priority&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;MapDrawCmd()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;playerID, cmdType, px, py, pz, labeltext&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag, synced&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandFallback()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CommandsChanged()&amp;lt;/font&amp;gt; --&amp;gt; unknown (none?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitDefID, builderID, builderTeam, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, oldTeam, newTeam, capture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowUnitBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;builderID, builderTeam, unitID, unitDefID, part&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureCreation()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureDefID, teamID, x, y, z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowFeatureBuildStep()&amp;lt;/font&amp;gt; --&amp;gt; unknown, please document.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceLevel()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;AllowResourceTransfer()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;teamID, res, level&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitPreDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDamaged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, damage, paralyzer, weaponID, attackerID, attackerDefID, attackerTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, builderID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFinished()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitFromFactory()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, factID, factDefID, userOrders&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, attackerID?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitTaken()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, newTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitGiven()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, oldTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitIdle()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCommand()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdOpts, cmdParams&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitSeismicPing()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;x, y, z, strength&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftRadar()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftLos()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLoaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, transportID, transportTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitUnloaded()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID, transportID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCloaked()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitDecloaked)&amp;lt;/font&amp;gt;--&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitMoveFailed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;StockpileChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, weaponNum, oldCount, newCount&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitEnteredAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftWater()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitLeftAir()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, teamID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Feature-Specific:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;FeatureDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;featureID, allyTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TerraformComplete()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, buildUnitID, buildUnitDefID, buildUnitTeam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;UnitCmdDone()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;unitID, unitDefID, unitTeam, cmdID, cmdTag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drawing:==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawGenesis()&amp;lt;/font&amp;gt; --&amp;gt; none.  Don&#039;t render here.&lt;br /&gt;
&lt;br /&gt;
* Spring draws the sky, the map, some water types, and unit selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorldPreUnit()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
* Spring draws units, features, some water types, cloaked units, and the sun.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=#55ee99&amp;gt;DrawWorld()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
* Spring draws command queues, &#039;map stuff&#039;, and map marks.&lt;br /&gt;
&lt;br /&gt;
Each unit might also have a DrawUnit call, [[Lua_UnitRendering|enabled here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawUnit(unitID,DrawMode)&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With enum DrawMode {&amp;lt;br&amp;gt;&lt;br /&gt;
	notDrawing     = 0,&amp;lt;br&amp;gt;&lt;br /&gt;
	normalDraw     = 1,&amp;lt;br&amp;gt;&lt;br /&gt;
	shadowDraw     = 2,&amp;lt;br&amp;gt;&lt;br /&gt;
	reflectionDraw = 3,&amp;lt;br&amp;gt;&lt;br /&gt;
	refractionDraw = 4&amp;lt;br&amp;gt;&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreenEffects()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;vsx, vsy&amp;quot; where vsx, vsy are screen coords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawScreen()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawInMiniMap()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;sx, sy&amp;quot; where sx,sy are values relative to the minimap&#039;s position and scale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldShadow()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldReflection()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;DrawWorldRefraction()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
==Game Events:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;Explosion()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;weaponID, px, py, pz, ownerID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ShockFront()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;power, dx, dy, dz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameFrame()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;frameNum&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;CobCallback()&amp;lt;/font&amp;gt; --&amp;gt; unknown, marked FIXME.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GroupChanged()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;groupID&amp;quot; where groupID is the value of Group whose table value changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;WorldTooltip()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;ttType, data1, data2, data3&amp;quot; special, should be documented in detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GamePreload()&amp;lt;/font&amp;gt;  --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameStart()&amp;lt;/font&amp;gt; --&amp;gt; none.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;GameOver()&amp;lt;/font&amp;gt; --&amp;gt;  &amp;quot;[ [1] = allyTeamID1, [2] = allyTeamID2, ... ]&amp;quot;,  a list of winning allyteams, if empty the game result was undecided ( like when dropping from an host )&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;   Will return nil in pre 0.83.x&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;TeamDied()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;TeamID&amp;quot; where TeamID = the team that has been eliminated.&lt;br /&gt;
&lt;br /&gt;
==Projectiles:==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileCreated()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID, proOwnerID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=#55ee99&amp;gt;ProjectileDestroyed()&amp;lt;/font&amp;gt; --&amp;gt; &amp;quot;proID&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Freezerburn</name></author>
	</entry>
</feed>