Title pretty much explains it. I’m trying to draw a .png texture using 3D2D and it comes up as fullbright.
On the left is a cube that I drew with Material(“testpng.png”,“vertexlitgeneric”) and render.DrawBox().
On the right is a surface.DrawTexturedRect with the same material
So I’m wondering if its possible to have lighting enabled for them so theyre not fullbright? I know that if I create a vmt with vertexlitgeneric and a vtf texture it will work when drawing a cube, but I’m trying to do this with pngs and isn’t the ‘vertexlitgeneric’ pngparameter with the Material function supposed to do the same thing??