Revision Difference
render.SetStencilFailOperation#528609
<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>Enums/STENCILOPERATION</page></arg>⤶
<arg name="failOperation" type="number">Fail operation function, see <page>Enums/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.
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.
⤶
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
-- Reset everything to known good
render.SetStencilWriteMask( 0xFF )
render.SetStencilTestMask( 0xFF )
render.SetStencilReferenceValue( 0 )
-- render.SetStencilCompareFunction( STENCIL_ALWAYS )
render.SetStencilCompareFunction( STENCIL_ALWAYS )
render.SetStencilPassOperation( STENCIL_KEEP )
-- render.SetStencilFailOperation( 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 i, ent in ipairs( ents.FindByClass( "sent_stencil_test" ) ) do
for _, ent in ipairs( ents.FindByClass( "prop_physics" ) ) 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);
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></example>