Render modes (GoldSrc): Difference between revisions

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(Created page with "{{tabsBar|main=gs|base=render modes}} {{stub}} == 0 - Normal == Brushes are lightmapped and opaque, regardless of if they have {{code|{}} textures. {{code|renderamt}} and {{code|rendercolor}} are unused outside of scrolling textures. == 1 - Color == Allows sprites to be tinted with {{code|rendercolor}}. Same as texture on brushes and MDLs. == 2 - Texture == Enables translucency via {{code|renderamt}}, and alpha-tests {{code|{}} textures on...")
 
 
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== 0 - Normal ==
== 0 - Normal ==
Brushes are lightmapped and opaque, regardless of if they have {{code|{}} textures. {{code|renderamt}} and {{code|rendercolor}} are unused outside of [[func_conveyor (GoldSrc)|scrolling textures]].
Brushes are lightmapped and opaque, regardless of if they have {{code|{}} textures. {{code|renderamt}} and {{code|rendercolor}} are unused outside of [[func_conveyor (GoldSrc)|scrolling textures]]. {{ent|worldspawn|engine=goldsrc}} brushes always use this render mode.


== 1 - Color ==
== 1 - Color ==
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== 4 - Solid ==
== 4 - Solid ==
Same as Normal, but alpha-tests {{code|{}} textures on brushes. {{code|renderamt}} 0 is treated as invisible, but all other values are full opacity for non-alphatested texels.
Same as Normal, but alpha-tests {{code|{}} textures on brushes. {{code|renderamt}} 0 (or absent) is treated as invisible, but all other values are full opacity for non-alphatested texels.
{{bug|tested=hl25|Sorted as translucent by the renderer, even though it should be part of the opaque pass; this can cause sorting issues with fog. If this is an issue, use an [[MDL (GoldSrc)|MDL]] instead.}}


== 4 - Additive ==
== 5 - Additive ==
Renders the sprite, brush, or MDL using [[additive]] translucency ({{code|[https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBlendFunc.xhtml glBlendFunc(GL_ONE, GL_ONE)]}}). {{code|Renderamt}} can be used to reduce opacity.
Renders the sprite, brush, or MDL using [[additive]] translucency ({{mono|[https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBlendFunc.xhtml glBlendFunc(GL_ONE, GL_ONE)]}}). {{code|renderamt}} can be used to reduce opacity.

Latest revision as of 14:25, 30 April 2025

Stub

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0 - Normal

Brushes are lightmapped and opaque, regardless of if they have { textures. renderamt and rendercolor are unused outside of scrolling textures. worldspawn brushes always use this render mode.

1 - Color

Allows sprites to be tinted with rendercolor. Same as texture on brushes and MDLs.

2 - Texture

Enables translucency via renderamt, and alpha-tests { textures on brushes. Causes brushes to be fullbright.

3 - Glow

Only valid on sprites. Like additive, but renders the sprite at the same size regardless of distance from the camera.

4 - Solid

Same as Normal, but alpha-tests { textures on brushes. renderamt 0 (or absent) is treated as invisible, but all other values are full opacity for non-alphatested texels.

Icon-Bug.pngBug:Sorted as translucent by the renderer, even though it should be part of the opaque pass; this can cause sorting issues with fog. If this is an issue, use an MDL instead.  (tested in: hl25)

5 - Additive

Renders the sprite, brush, or MDL using additive translucency (glBlendFunc(GL_ONE, GL_ONE)). renderamt can be used to reduce opacity.