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surface.SetMaterial#547121

<function name="SetMaterial" parent="surface" type="libraryfunc"> <description> Sets the material to be used in all upcoming draw operations using the surface library. Not to be confused with <page>render.SetMaterial</page>. ⤶ See also <page>surface.SetTexture</page>.⤶ If you need to unset the texture, use the <page>draw.NoTexture</page> convenience function. <warning><page>Global.Material</page> function calls are expensive to be done inside this function or inside rendering context, you should be caching the results of <page>Global.Material</page> calls</warning> <note>When using <page>render.PushRenderTarget</page> or <page>render.SetRenderTarget</page>, `material` should have the `$ignorez` flag set to make it visible. If the material is not used in 3D rendering, it is probably safe to add it with this code: ```lua material:SetInt( "$flags", bit.bor( material:GetInt( "$flags" ), 32768 ) ) ``` </note> </description> <realm>Client and Menu</realm> <args> <arg name="material" type="IMaterial">The material to be used.</arg> </args> </function> ⤶ <example>⤶ <description>⤶ Example usage of this function in conjunction with <page>Material</page>. Note how the <page>Material</page> function will only be called once and its output is cached for performance.⤶ ⤶ In this example the `.png` file is located in `materials/vgui/wave.png`.⤶ </description>⤶ <code>⤶ local wave = Material( "vgui/wave.png", "noclamp smooth" )⤶ ⤶ hook.Add( "HUDPaint", "HUDPaint_DrawATexturedBox", function()⤶ surface.SetMaterial( wave )⤶ surface.SetDrawColor( 255, 255, 255, 255 )⤶ surface.DrawTexturedRect( 50, 50, 128, 128 )⤶ end )⤶ </code>⤶ ⤶ </example>