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Enumerations used by Entity:SetRenderMode and Entity:GetRenderMode.


RENDERMODE_NORMAL0Default render mode. Transparently has no effect.
RENDERMODE_TRANSCOLOR1Supports transparency.

Use this to make alpha of Color work for your entity. For players, it must be set for their active weapon aswell.

RENDERMODE_GLOW3Intended for glowing sprites. Allows transparency, and forces the sprite or model to be rendered unlit.

The size of a sprite rendered with Glow is consistent with the screen size (unlike the alternative World Space Glow), making it appear larger at a distance, in comparison to the world.

The GlowProxySize keyvalue affects this Render Mode on sprites.

RENDERMODE_TRANSALPHA4Enables Alphatesting. Legacy port from Goldsource. Obsolete in Source due to Alphatesting being handled in materials. Does not allow transparency.
RENDERMODE_TRANSADD5Add the material's color values to the existing image, instead of performing a multiplication. Sprites will appear through world geometry and the sprite/model will always brighten the world. Allows transparency.
RENDERMODE_ENVIROMENTAL6Causes the material to be not be drawn at all, similarly to Don't Render.
RENDERMODE_TRANSADDFRAMEBLEND7Functions like Additive, but also blends between animation frames. Requires the material to have a functioning animating texture. Allows transparency.
RENDERMODE_TRANSALPHADD8Functions similarly to Additive, except that the alpha channel controls the opacity of the sprite. An example of use is for dark sprites, with an example material being sprites/strider_blackball.vmt.
RENDERMODE_WORLDGLOW9Functions similarly to Glow, with the exception that the size of the sprite is relative to the world rather than the screen.

The GlowProxySize keyvalue affects this Render Mode on sprites.

RENDERMODE_NONE10The entity is still being drawn and networked albeit invisible, therefore not making this Render Mode ideal for performance reasons.

To completely avoid drawing and networking an entity, see EF_NODRAW.