Revision Difference
render.ModelMaterialOverride#561885
<function name="ModelMaterialOverride" parent="render" type="libraryfunc">
<description>Sets a material to override a model's default material. Similar to <page>Entity:SetMaterial</page> except it uses an <page>IMaterial</page> argument and it can be used to change materials on models which are part of the world geometry.</description>⤶
<description>⤶
Forces all future draw operations to use a specific <page>IMaterial</page>. ⤶
⤶
Because this is independent of a specific <page>Entity</page>, it can be used to change materials on static models that are part of maps.⤶
</description>⤶
<realm>Client</realm>
<args>
<arg name="material" type="IMaterial">The material override.</arg>⤶
<arg name="material" type="IMaterial">⤶
The <page>IMaterial</page> that will be used for all upcoming draw operations, or `nil` to stop overriding. ⤶
</arg>⤶
</args>
</function>⤶
⤶
<example>⤶
<description>Sets the material of all opaque models to the red flashing "ERROR" texture.</description>⤶
<code>⤶
local error_mat = Material("models/error/new light1")⤶
⤶
function GM:PreDrawOpaqueRenderables(bDrawingDepth, bDrawingSkybox)⤶
⤶
render.ModelMaterialOverride(error_mat)⤶
⤶
end⤶
</code>⤶
⤶
</example></function>