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render.SetLightingMode#513057

<function name="SetLightingMode" parent="render" type="libraryfunc">⤶ <description>⤶ Sets lighting mode when rendering something.⤶ ⤶ <note>**Do not forget to restore the default value** to avoid unexpected behavior, like the world and the HUD/UI being affected</note>⤶ </description>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="Mode" type="number">Lighting render mode&#xA;&#xA;Possible values are:&#xA;* 0 - Default&#xA;* 1 - Total fullbright, similar to `mat_fullbright 1` but excluding some weapon view models&#xA;* 2 - Increased brightness(?), models look fullbright</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>Draws a fullbright quad on 2D skybox</description>⤶ <code>⤶ local MATERIAL = Material("skybox/trainup")⤶ ⤶ hook.Add("PostDraw2DSkyBox", "Quaddrawer", function()⤶ render.OverrideDepthEnable( true, false )⤶ render.SetLightingMode(2)⤶ ⤶ cam.Start3D(Vector(0, 0, 0), EyeAngles())⤶ render.SetMaterial(MATERIAL)⤶ render.DrawQuadEasy(Vector(200,0,0), Vector(-1,0,0), 64, 64, Color(255,255,255), 180)⤶ cam.End3D()⤶ ⤶ render.OverrideDepthEnable( false, false )⤶ render.SetLightingMode(0)⤶ end)⤶ </code>⤶ ⤶ </example>⤶ ⤶ ⤶ <example>⤶ <description>Display everything the same way as when you set `mat_fullbright` to 1.</description>⤶ <code>⤶ local LightingModeChanged = false⤶ hook.Add( "PreRender", "fullbright", function()⤶ render.SetLightingMode( 1 )⤶ LightingModeChanged = true⤶ end )⤶ ⤶ local function EndOfLightingMod()⤶ if LightingModeChanged then⤶ render.SetLightingMode( 0 )⤶ LightingModeChanged = false⤶ end⤶ end⤶ hook.Add( "PostRender", "fullbright", EndOfLightingMod )⤶ hook.Add( "PreDrawHUD", "fullbright", EndOfLightingMod )⤶ </code>⤶ ⤶ </example>