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render.OverrideBlendFunc#518986

<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>Enums/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>Enums/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>