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render.ClearStencil#512998

<function name="ClearStencil" parent="render" type="libraryfunc">⤶ <description>Resets all values in the stencil buffer to zero.</description>⤶ <realm>Client</realm>⤶ </function>⤶ ⤶ <example>⤶ <description>⤶ A silly example that shows that nothing will render if you clear the stencil buffer. (From ⤶ [Lex's Stencil Tutorial](https://github.com/Lexicality/stencil-tutorial))⤶ </description>⤶ <code>⤶ hook.Add( "PostDrawOpaqueRenderables", "Stencil Tutorial Example", function()⤶ ⤶ -- Reset everything to known good⤶ render.SetStencilWriteMask( 0xFF )⤶ render.SetStencilTestMask( 0xFF )⤶ render.SetStencilReferenceValue( 0 )⤶ render.SetStencilCompareFunction( STENCIL_ALWAYS )⤶ render.SetStencilPassOperation( STENCIL_KEEP )⤶ render.SetStencilFailOperation( STENCIL_KEEP )⤶ render.SetStencilZFailOperation( STENCIL_KEEP )⤶ ⤶ -- Enable stencils⤶ render.SetStencilEnable( true )⤶ -- Set the reference value to 1. This is what the compare function tests against⤶ render.SetStencilReferenceValue( 1 )⤶ -- Refuse to write things to the screen unless that pixel's value is 1⤶ render.SetStencilCompareFunction( STENCIL_EQUAL )⤶ -- Set the entire screen to 0⤶ render.ClearStencil()⤶ ⤶ -- Attempt to draw our entities. Nothing will draw, because nothing in the buffer is 1.⤶ for _, ent in pairs( ents.FindByClass( "sent_stencil_test" ) ) do⤶ ent:DrawModel()⤶ end⤶ ⤶ -- Let everything render normally again⤶ render.SetStencilEnable( false )⤶ end )⤶ </code>⤶ <output></output>⤶ ⤶ </example>