Revision Difference
render.SetStencilFailOperation#518646
<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 <page>STENCILOPERATION</page></arg>⤶
		<arg name="failOperation" type="number">Fail operation function, see <page>STENCILOPERATION</page></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><image src="basic_fail_operation.jpg" alt="800px"/></output>
</example>
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