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render.SetStencilEnable

void render.SetStencilEnable( boolean newState )

Description

Sets whether stencil tests are carried out for each rendered pixel.

Only pixels passing the stencil test are written to the render target.

Arguments

1 boolean newState
The new state.

Example

A basic stencil operation that limits rendering to the centre of the screen

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 ) render.ClearStencil() -- 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 ) -- Write a 1 to the centre third of the screen. Because we cleared it earlier, everything is currently 0 local w, h = ScrW() / 3, ScrH() / 3 local x_start, y_start = w, h local x_end, y_end = x_start + w, y_start + h render.ClearStencilBufferRectangle( x_start, y_start, x_end, y_end, 1 ) -- Draw our entities. They will only draw in the area cleared above for _, ent in pairs( ents.FindByClass( "sent_stencil_test" ) ) do ent:DrawModel() end -- Let everything render normally again render.SetStencilEnable( false ) end )
Output:

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