Render modes (GoldSrc)

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Revision as of 12:13, 5 December 2024 by SirYodaJedi (talk | contribs) (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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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.

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.