Revision Difference
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

Possible values are:
* 0 - Default
* 1 - Total fullbright, similar to `mat_fullbright 1` but excluding some weapon view models
* 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>