Revision Difference
render.SetLightingMode#549821
<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>