Revision Difference
render.OverrideBlendFunc#518638
<function name="OverrideBlendFunc" parent="render" type="libraryfunc">
<description>
<deprecated>Use <page>render.OverrideBlend</page> instead.</deprecated>
Overrides the internal graphical functions used to determine the final color and alpha of a rendered texture.
See also <page>render.OverrideAlphaWriteEnable</page>.
<note>Doing <page>surface</page> draw calls with alpha set to 0 is a no-op and will never have any effect.</note>
</description>
<realm>Client</realm>
<args>
<arg name="enabled" type="boolean">true to enable, false to disable. No other arguments are required when disabling.</arg>
<arg name="srcBlend" type="number">The source color blend function <page>BLEND</page>. Determines how a rendered texture's final color should be calculated.</arg>
<arg name="srcBlend" type="number">The source color blend function <page>BLEND</page>. Determines how a rendered texture's final color should be calculated.</arg>
<arg name="destBlend" type="number"></arg>
<arg name="srcBlendAlpha" type="number" default="nil">The source alpha blend function <page>BLEND</page>. Determines how a rendered texture's final alpha should be calculated.</arg>
<arg name="srcBlendAlpha" type="number" default="nil">The source alpha blend function <page>BLEND</page>. Determines how a rendered texture's final alpha should be calculated.</arg>
<arg name="destBlendAlpha" type="number" default="nil"></arg>
</args>
</function>
<example>
<description>
In this example we draw a lightning bolt over our player's head.
We shouldn't really draw the lightning in the PreDrawTranslucentRenderables hook as this causes issues rendering transparent objects behind the lightning, but it's a quick example of how the function works. Normally it should be drawn in a custom lua effect's <page>EFFECT:Render</page>.
</description>
<code>
-- Our sprite texture to render. Rendering this texture without
-- render.OverrideBlendFunc will result in black borders around the lightning beam.
local lightningMaterial = Material("sprites/lgtning")
function GM:PreDrawTranslucentRenderables(isDrawingDepth, isDrawingSkybox)
if isDrawingDepth or isDrawSkybox then return end
local ply = Entity(1)
if !IsValid(ply) then return end
-- Calculate a random UV to use for the lightning to give it some movement
local uv = math.Rand(0, 1)
-- Enable blend override to interpret the color and alpha from the texture.
render.OverrideBlendFunc( true, BLEND_SRC_COLOR, BLEND_SRC_ALPHA, BLEND_ONE, BLEND_ZERO)
render.SetMaterial(lightningMaterial)
-- Render a lightning beam along points randomly offset from a line above the player.
render.StartBeam(5)
render.AddBeam(ply:GetPos() + Vector(0,0,035), 20, uv, Color(255,255,255,255))
render.AddBeam(ply:GetPos() + Vector(0,0,135) + Vector(math.Rand(-20,20),math.Rand(-20,20),0), 20, uv*2, Color(255,255,255,255))
render.AddBeam(ply:GetPos() + Vector(0,0,235) + Vector(math.Rand(-20,20),math.Rand(-20,20),0), 20, uv*3, Color(255,255,255,255))
render.AddBeam(ply:GetPos() + Vector(0,0,335) + Vector(math.Rand(-20,20),math.Rand(-20,20),0), 20, uv*4, Color(255,255,255,255))
render.AddBeam(ply:GetPos() + Vector(0,0,435) + Vector(math.Rand(-20,20),math.Rand(-20,20),0), 20, uv*5, Color(255,255,255,255))
render.EndBeam()
-- Disable blend override
render.OverrideBlendFunc( false )
end
</code>
<output><image src="overrideblendfunc_example.png" alt="_overrideblendfunc_example.png"/></output>
</example>