void DRAW_POLY(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, int red, int green, int blue, int alpha);
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.
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)
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.