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render.SetStencilFailOperation#513020

<function name="SetStencilFailOperation" parent="render" type="libraryfunc">⤶ <description>⤶ Sets the operation to be performed on the stencil buffer values if the compare function was not successful.⤶ Note that this takes place **before** depth testing.⤶ </description>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="failOperation" type="number">Fail operation function, see &lt;page&gt;STENCILOPERATION&lt;/page&gt;</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>⤶ This is one of the most useful things stencils can do - not render something to the screen and then allow you to draw with the shape it would have been if it `had` rendered.⤶ ⤶ You can see in the output screenshot that a partially obscured entity will still write its entire shape to the stencil buffer.⤶ </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 )⤶ -- Only draw things if their pixels are currently 1. Currently this is nothing.⤶ render.SetStencilCompareFunction( STENCIL_EQUAL )⤶ -- If something fails to draw to the screen, set the pixels it would have drawn to 1⤶ -- This includes if it's behind something.⤶ render.SetStencilFailOperation( STENCIL_REPLACE )⤶ ⤶ -- Draw our entities. They will not draw, because everything is 0⤶ for _, ent in pairs( ents.FindByClass( "sent_stencil_test" ) ) do⤶ ent:DrawModel()⤶ end⤶ ⤶ -- If we were to re-draw our entities, we'd see them, but otherwise they're invisible.⤶ -- If we flush the screen, we can show the "holes" they've left in the stencil buffer⤶ render.ClearBuffersObeyStencil(0, 148, 133, 255, false);⤶ ⤶ -- Let everything render normally again⤶ render.SetStencilEnable( false )⤶ end )⤶ </code>⤶ <output></output>⤶ ⤶ </example>