Render Type (Data Type)
Selects how a texture is drawn onto the model — the blend/cull/lighting style of a render layer.
Selects how a texture is drawn onto the model — the blend/cull/lighting style of a render layer. Used by the render_type field of Entity Texture Overlay and Overlay Layer. Given as a String; matching ignores case and separators.
Values
render_type | Description |
|---|---|
translucent | Standard semi-transparent draw (back faces culled-free, alpha blended). The default, and the classic overlay look. Honours the tint and alpha. |
translucent_cull | Like translucent but with back-face culling. Slightly cheaper; use when the texture has no see-through interior faces. |
cutout | Hard-edged: each pixel is either fully opaque or fully transparent (no partial alpha). Good for crisp re-textures and decals. |
cutout_no_cull | cutout without back-face culling, so thin/flat geometry is visible from both sides. |
solid | Fully opaque draw; the alpha channel is ignored. |
emissive | Glowing: drawn unlit (full-bright) and alpha-blended, but still tinted. Aliases: glow, translucent_emissive. Great for auras and energy effects that should shine in the dark. |
eyes | The vanilla “eyes” style — always full-bright and untinted (the tint fields are ignored). Classic glowing-eyes / mob-eyes look. |
emissivekeeps yourred/green/blue/alphatint while glowing;eyesis brighter and additive but ignores tint. Pickemissivewhen you want a coloured glow,eyesfor a pure overlay glow.
Example
{
"type": "apoli:entity_texture_overlay",
"wide_texture_location": "example:textures/entity/visor.png",
"render_as_overlay": true,
"render_type": "emissive",
"body_parts": "head",
"red": 1.0,
"green": 0.3,
"blue": 0.3
} A red, glowing visor over the head.