Revision Difference
render.SetStencilEnable#548449
<function name="SetStencilEnable" parent="render" type="libraryfunc">
	<description>
Sets whether stencil tests are carried out for each rendered pixel.
Only pixels passing the stencil test are written to the render target.
	</description>
	<realm>Client</realm>⤶
	<realm>Client and Menu</realm>⤶
	<args>
		<arg name="newState" type="boolean">The new state.</arg>
	</args>
</function>
<example>
	<description>A basic stencil operation that limits rendering to the centre of the screen.</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 )
	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 ipairs( ents.FindByClass( "sent_stencil_test" ) ) do
		ent:DrawModel()
	end
	-- Let everything render normally again
	render.SetStencilEnable( false )
end )
	</code>
	<output><image src="stencil_basic_clipping_result.jpg" alt="left|400px"/></output>
</example>
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