From ZDoom Wiki
Jump to navigation Jump to search

A_OverlayRenderstyle (int layer, int style)


Sets the renderstyle of the overlay specified. Requires A_OverlayFlags' PSPF_RENDERSTYLE set to true to have any effect.


  • layer - The layer to modify.
  • style - Can be one of the following:
  • STYLE_None - Do not render
  • STYLE_Normal - Regular rendering (all pixels of the graphic are opaque)
  • STYLE_Fuzzy - With a fuzz effect, like the Spectre
  • STYLE_SoulTrans - Translucent, to an amount determined by the transsouls CVAR.
  • STYLE_OptFuzzy - Fuzzy or translucent, based on the value of the r_drawfuzz CVAR.
  • STYLE_Stencil - All pixels are drawn in a single color and fully opaque.
  • STYLE_Translucent - Translucent according to the alpha field (from 0.0 to 1.0).
  • STYLE_TranslucentStencil - Like stencil, but supports alpha.
  • STYLE_Add - Additive rendering: each pixel's color is added to the pixel of the underlying scene. Recommended for things that are meant to emit light, like fire, plasma, etc.
  • STYLE_Shaded - Transparency is applied to each pixel based on its brightness (similar to Add), then all pixels are tinted to a specific color. This is how decals are drawn by default.
  • STYLE_Shadow - Equivalent to black translucent stencil with an alpha of 0.3
  • STYLE_Subtract - The opposite of additive: the color value is subtracted, creating a dark translucency of the opposite color, e.g. a red color being subtracted from a white surface will cause a cyan "shadow".
  • STYLE_AddStencil - Combines stencil and additive: all pixels are drawn in a single color, and the whole graphic will be translucent based on the brightness of that color.
  • STYLE_AddShaded - Combines shaded and additive: all pixels are tinted with a specific color, and the translucency of each pixel is set based on the brightness of its color.


Nuvolachalk.png Note: This article lists no examples. If you make use of this feature in your own project(s) or know of any basic examples that could be shared, please add them. This will make it easier to understand for future authors seeking assistance. Your contributions are greatly appreciated.

See Also