local fn = _gn(0xAC26716048436851)
--- x/y/z - Location of a vertex (in world coords), presumably.
-- ----------------
-- x1, y1, z1     : Coordinates for the first point
-- x2, y2, z2     : Coordinates for the second point
-- x3, y3, z3     : Coordinates for the third point
-- r, g, b, alpha : Color with RGBA-Values
-- Keep in mind that only one side of the drawn triangle is visible: It's the side, in which the vector-product of the vectors heads to: (b-a)x(c-a) Or (b-a)x(c-b).
-- But be aware: The function seems to work somehow differently. I have trouble having them drawn in rotated orientation. Try it yourself and if you somehow succeed, please edit this and post your solution.
-- I recommend using a predefined function to call this.
-- [VB.NET]
-- Public Sub DrawPoly(a As Vector3, b As Vector3, c As Vector3, col As Color)
-- [Function].Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A)
-- End Sub
-- [C#]
-- public void DrawPoly(Vector3 a, Vector3 b, Vector3 c, Color col)
-- {
-- Function.Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A);
-- }
-- BTW: Intersecting triangles are not supported: They overlap in the order they were called.
function Global.DrawPoly(x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha)
	return fn(x1, y1, z1, x2, y2, z2, x3, y3, z3, red, green, blue, alpha)
end
