local mesh = Mesh() local mat = Material("shadertest/wireframevertexcolor") local x, u1, v1, u2, v2, color = 0, 0, 0, 1, 1, Color(255, 0, 0) local tris = {} tris[#tris + 1] = {pos = Vector(0, 0, 0), u = u1, v = v1, color = color} tris[#tris + 1] = {pos = Vector(0, 16, 0), u = u1, v = v2, color = color} tris[#tris + 1] = {pos = Vector(16, 16, 0), u = u2, v = v2, color = color} tris[#tris + 1] = {pos = Vector(16, 16, 0), u = u2, v = v2, color = color} tris[#tris + 1] = {pos = Vector(16, 0, 0), u = u2, v = v1, color = color} tris[#tris + 1] = {pos = Vector(0, 0, 0), u = u1, v = v1, color = color} mesh:BuildFromTriangles(tris) hook.Add("PostDrawOpaqueRenderables", "help!!", function() local matrix = Matrix() matrix:SetTranslation(Vector(ScrW()/2, ScrH()/2)) matrix:SetScale(Vector(4, 4, 4)) --cam.PushModelMatrix(matrix) render.SetMaterial(mat) mesh:Draw() cam.Start2D() --if I put the mesh draw call in here it doesn't work at all surface.SetDrawColor(0, 0, 0) surface.DrawOutlinedRect(0, 0, 16, 16) cam.End2D() --cam.PopModelMatrix() end)