Objects / Other / Polygons / Quad Polygon (24 June, 2026)


Quad Polygons have been available since version R1.0.1;

They use modified shaders originally created by Sketchy / MuddyMole


This type of polygon has its pros and cons:


Pros:

    • You can place the vertices anywhere you like, and the polygon will adapt by warping;


Cons:

    • A very large number of graphical artifacts;
    • No perspective correction;
    • Limitations for Direct3D 9 in rendering;

Alterable Values

Variable index

Variable name

Description

Default value

Required version

0 / A

_PointX_A

Variable that stores the X value of point A in the polygon shader.

(Automatically)

R1.0.1_10.05.25

1 / B

_PointY_A

Variable that stores the Y value of point A in the polygon shader.

2 / C

_PointX_B

Variable that stores the X value of point B in the polygon shader.

3 / D

_PointY_B

Variable that stores the Y value of point B in the polygon shader.

4 / E

_PointX_C

Variable that stores the X value of point C in the polygon shader.

5 / F

_PointY_C

Variable that stores the Y value of point C in the polygon shader.

6 / G

_PointX_D

Variable that stores the X value of point D in the polygon shader.

7 / H

_PointY_D

Variable that stores the Y value of point D in the polygon shader.

20 / U

_LayerOffset

Similar to Sprite, it shifts the object in layers; a positive value means the object will be above other objects, a negative value means the opposite.

0

19 / T

_Layer

Variable that stores which layer the polygon object is on; by default it is the average of points A and C.

(Automatically)

8 / I

_FixValue

This variable partially fixes visual errors of polygons at direct camera angles at the cost of shifting point C.

1.0

Flags

Variable index

Variable name

Description

Default value

Required version

0 / A

_Active

This variable determines whether the polygon is active;

If False, it sets the correct position on the screen and the object's scale, then changes the value to True.


(Automatically)

R1.0.1_10.05.25

1 / B

_Visibility_A

This variable determines whether point A is visible.

2 / C

_Visibility_B

This variable determines whether point B is visible.

3 / D

_Visibility_C

This variable determines whether point C is visible.

4 / E

_Visibility_D

This variable determines whether point D is visible.

5 / F

_IgnoreShowing

This variable determines whether the polygon should ignore the visibility settings of points A, B, C, D and be always invisible or when needed.

False




Example of Use:


No perspective correction:


Graphical artifacts when the camera rotates at a certain right angle:


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