The result of the following code is the mat_mymaterial is rendered as a screen quad unmodified as if the SetTexture line does nothing.
I’ve pretty much ruled out any of the other lines being screwed up.
They should be correct, but I may be wrong.
local OldRT = render.GetRenderTarget() local CRT= GetRenderTarget("customRenderTarget", ScrW(), ScrH()) render.SetRenderTarget( CRT) render.SetMaterial( MaterialIWantToDraw ) render.DrawScreenQuad() render.SetRenderTarget( OldRT ) mat_mymaterial:SetTexture( "$basetexture", CRT) -- I believe this is the problematic line render.SetMaterial( mat_mymaterial) render.DrawScreenQuad()
Yes, there is a reason why I can’t render it directly to the normal render target.
However, that isn’t relevant because this code as is doesn’t work so any of the things I want to do further with it won’t work either and will just make the code more confusing.
Seems to me the SetTexture function just isn’t doing it’s job and I can’t figure out why.
It works in render.DrawBloom() according to the source code.