• How does one suppress the light on material ?
    5 replies, posted
I wonder how can you disable light on materials ? Here is my code : function ENT:Draw()   if self.Panel && self.Panel:GetHTMLMaterial() then     local htmlMat = self.Panel:GetHTMLMaterial()     local scaleX, scaleY = ScrW() / 2048, ScrH() / 2048     local matData = {       ["$basetexture"] = htmlMat:GetName(),       ["$basetexturetransform"] = "center 0 0 scale " .. scaleX .. " " .. scaleY .. " rotate 0 translate 0 0",       ["$model"] = 1     }     local uid = string.Replace(htmlMat:GetName(), "__vgui_texture_", "")     self.Mat = CreateMaterial("WebMaterial_" .. uid, "VertexLitGeneric", matData)   end   self:DrawModel()   if self.Mat then     local DrawPos = self:LocalToWorld(Vector(1, -111, 58))     local DrawAngles = self:GetAngles()     DrawAngles:RotateAroundAxis(self:GetAngles():Forward(), 90)     DrawAngles:RotateAroundAxis(self:GetAngles():Up(), 90)     cam.Start3D2D(DrawPos, DrawAngles, 0.4)         surface.SetDrawColor(0, 0, 0, 255)         surface.SetMaterial(self.Mat)         surface.DrawTexturedRect(0, 0, 558, 290)     cam.End3D2D()   end end output : Maybe shaders?
Though this doesn’t solve your problem, I think what you’re trying to achieve would best be executed by opening your webpage in a 3d2d derma panel rather than setting GetHTMLMaterial on a model’s submaterial. I couldn’t find a shader that makes it render fullbright, I know you can make the entire model ignore lighting with render.SuppressEngineLighting which could help for the time being.
Replace VertexLitGeneric with UnlitGeneric
Still doing some shit reflects but its nicer
Interesting, the valve developer wiki says that would cause issues, guess not in Gmod though. The more you know.
You can close the thread, and mark my solution as correct imo
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