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render.SetLightingMode#548409

<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> <bug issue="5368">Reloading the map does not reset the value of this function.</bug>⤶ </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>