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Enums/RENDERMODE#516563

<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⤶ </items>⤶ ⤶ </enum>⤶ ⤶ {{EnumField">RENDERMODE_GLOW|3|Intended for glowing sprites. Allows transparency, and forces the sprite or model to be rendered unlit.⤶ <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> ⤶ }} </items>⤶ ⤶ </enum>⤶ ⤶