Hi @nathanletwory,
I guess the problem is the DisplayMaterial.SetEnvironmentTexture doesn’t work as expected.
private void RunScript(Mesh x, ref object A)
{
_m = x;
}
// <Custom additional code>
Mesh _m;
public override void DrawViewportMeshes(IGH_PreviewArgs args)
{
var mat = new DisplayMaterial();
mat.SetEnvironmentTexture(@"D:\matcap.png", true);
args.Display.DrawMeshShaded(_m, mat);
}
// <Custom additional code>
other textures work as expected:
SetEnvironmentTexture.gh (2.4 KB)