Render modes (GoldSrc): Difference between revisions
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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 == |
Revision as of 07:13, 14 March 2025
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 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.