Render modes (GoldSrc): Difference between revisions

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== 4 - Additive ==
== 4 - Additive ==
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.
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.

Revision as of 12:41, 3 March 2025

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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.

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 is treated as invisible, but all other values are full opacity for non-alphatested texels.

4 - Additive

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