# GRAPHICS::_NUM_PIXELS_VISIBLE_AT_TRACKED_POINT

- **Hash:** `0xDFE332A5DA6FE7C9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `NumPixelsVisibleAtTrackedPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_NUM_PIXELS_VISIBLE_AT_TRACKED_POINT

## Signature

```c
int _NUM_PIXELS_VISIBLE_AT_TRACKED_POINT(int iTrackedPoint);
```

## Parameters

- `iTrackedPoint` (`int`)

## Returns

`int`

## Description

Returns iNumPixels, iPixelsVisible

## Usage

### Lua

```lua
local retval = NumPixelsVisibleAtTrackedPoint(iTrackedPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDFE332A5DA6FE7C9, iTrackedPoint, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NumPixelsVisibleAtTrackedPoint(iTrackedPoint);

// by hash
const retval = Citizen.invokeNative('0xDFE332A5DA6FE7C9', iTrackedPoint, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDFE332A5DA6FE7C9, iTrackedPoint);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
