Quote Originally Posted by CaiozinhoFC1 View Post


Code:
void DrawPVEBracketBox ( LPDIRECT3DDEVICE9 pDevice, CPlayer* pPlayer, D3DCOLOR Color )
{
	// Cabeça do boneco;
	D3DXVECTOR3 pHead = GetBonePosition ( pPlayer->Object, M_BONE_HEAD );

	// Pé do boneco;
	D3DXVECTOR3 pLFoot = GetBonePosition ( pPlayer->Object, M_BONE_L_FOOT );
	D3DXVECTOR3 pRFoot = GetBonePosition ( pPlayer->Object, M_BONE_R_FOOT );

	if ( WorldToScreens ( pDevice, &pHead ) && WorldToScreens ( pDevice, &pLFoot ) && WorldToScreens ( pDevice, &pRFoot ) )
	{
		// Calcular tamanho;
		D3DXVECTOR3 pBox = pHead - pRFoot;

		if ( pBox.y < 0 )
			pBox.y *= -1;

		int pBoxHidg = ( int ) pBox.y / 2;
		int pDrawX = ( int ) pHead.x - ( pBoxHidg / 2 );
		int pDrawX2 = ( int ) pHead.x + ( pBoxHidg / 2 );

		FillRGB ( pDrawX, pHead.y - 0, 10, 1, Color, pDevice );
		FillRGB ( pDrawX, pHead.y - 0, 1, 10, Color, pDevice );

		FillRGB ( pDrawX, pLFoot.y - 10, 1, 10, Color, pDevice );
		FillRGB ( pDrawX, pLFoot.y - 0, 10, 1, Color, pDevice );

		FillRGB ( pDrawX2, pHead.y - 0, 10, 1, Color, pDevice );
		FillRGB ( pDrawX2 + 10, pHead.y - 0, 1, 10, Color, pDevice );

		FillRGB ( pDrawX2 + 10, pLFoot.y - 10, 1, 10, Color, pDevice );
		FillRGB ( pDrawX2 - 0, pLFoot.y - 0, 10, 1, Color, pDevice );
	}
}
Thanks Caio
it looks better more than 3D / 2D Box