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Clientside hologram custom mesh lighting screwed up when halo is drawing #680
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Possible fix Additional information to the possible fix render.SuppressEngineLighting( false )
if self.mesh then
self:DrawTranslucent() --draw itself, but it should be hidden
render.OverrideDepthEnable( true, true ) --fix depth
render.SetMaterial( Voxy.VAtlas, true ) --set material
self.mesh:Draw() --draw wanted mesh with correct lighting now
render.OverrideDepthEnable( false, true ) --default again
end and to hide the original hologram model, i set the color to The Material used on the mesh used
Theory I think it's a similar bug relating to why you can't really use |
Additional comment, this lighting bug also happens in general, even when it doesn't seem that halos aren't even drawn at all, the possible fix should still fix the issue though. |
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