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_typeDescription
translucentStandard semi-transparent draw (back faces culled-free, alpha blended). The default, and the classic overlay look. Honours the tint and alpha.
translucent_cullLike translucent but with back-face culling. Slightly cheaper; use when the texture has no see-through interior faces.
cutoutHard-edged: each pixel is either fully opaque or fully transparent (no partial alpha). Good for crisp re-textures and decals.
cutout_no_cullcutout without back-face culling, so thin/flat geometry is visible from both sides.
solidFully opaque draw; the alpha channel is ignored.
emissiveGlowing: 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.
eyesThe vanilla “eyes” style — always full-bright and untinted (the tint fields are ignored). Classic glowing-eyes / mob-eyes look.

emissive keeps your red/green/blue/alpha tint while glowing; eyes is brighter and additive but ignores tint. Pick emissive when you want a coloured glow, eyes for 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.