Revision Difference
Enums/RENDERMODE#516523
<cat>enum</cat>
<enum>
<description>Enumerations used by <page>Entity:SetRenderMode</page> and <page>Entity:GetRenderMode</page>.</description>
<items>
<item key="RENDERMODE_NORMAL" value="0|Default render mode. Transparently has no effect."></item>⤶
<item key="RENDERMODE_TRANSCOLOR" value="1|Supports transparency."></item>⤶
<item key="RENDERMODE_TRANSTEXTURE" value="2"></item>⤶
<item key="RENDERMODE_GLOW" value="3|Intended 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."></item>⤶
<item key="RENDERMODE_TRANSALPHA" value="4|Enables Alphatesting. Legacy port from Goldsource. Obsolete in Source due to Alphatesting being handled in materials. Does not allow transparency.⤶
⤶
Use this to make alpha of <page>Global.Color</page> work for your entity. For players, it must be set for their active weapon aswell."></item>⤶
<item key="RENDERMODE_TRANSADD" value="5|Add 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."></item>⤶
<item key="RENDERMODE_ENVIROMENTAL" value="6|Causes the material to be not be drawn at all, similarly to Don't Render."></item>⤶
<item key="RENDERMODE_TRANSADDFRAMEBLEND" value="7|Functions like Additive, but also blends between animation frames. Requires the material to have a functioning animating texture. Allows transparency."></item>⤶
<item key="RENDERMODE_TRANSALPHADD" value="8|Functions 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."></item>⤶
<item key="RENDERMODE_WORLDGLOW" value="9|Functions 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."></item>⤶
<item key="RENDERMODE_NONE" value="10|The 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."></item>⤶
<item key="RENDERMODE_NORMAL" value="0">Default render mode. Transparently has no effect.</item>⤶
<item key="RENDERMODE_TRANSCOLOR" value="1">Supports transparency.</item>⤶
<item key="RENDERMODE_TRANSTEXTURE" value="2⤶
</items>
</enum>
{{EnumField">RENDERMODE_GLOW|3|Intended 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.</item>⤶
<item key="RENDERMODE_TRANSALPHA" value="4">Enables Alphatesting. Legacy port from Goldsource. Obsolete in Source due to Alphatesting being handled in materials. Does not allow transparency.⤶
⤶
Use this to make alpha of <page>Global.Color</page> work for your entity. For players, it must be set for their active weapon aswell.</item>⤶
<item key="RENDERMODE_TRANSADD" value="5">Add 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.</item>⤶
<item key="RENDERMODE_ENVIROMENTAL" value="6">Causes the material to be not be drawn at all, similarly to Don't Render.</item>⤶
<item key="RENDERMODE_TRANSADDFRAMEBLEND" value="7">Functions like Additive, but also blends between animation frames. Requires the material to have a functioning animating texture. Allows transparency.</item>⤶
<item key="RENDERMODE_TRANSALPHADD" value="8">Functions 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.</item>⤶
<item key="RENDERMODE_WORLDGLOW" value="9">Functions 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.</item>⤶
<item key="RENDERMODE_NONE" value="10">The 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.</item>⤶
⤶
}}