Garry's Mod Wiki


  render.SetStencilPassOperation( STENCILOPERATION enum passOperation )


Sets the Stencil Operation that will be performed on the Stencil Buffer values of pixels affected by draw operations if the Compare Function Passes the pixel.

For more detailed information on the Stencil system, including usage examples, see the Stencils Render Reference page


1 STENCILOPERATION enum passOperation
The Stencil Operation to be performed if the Compare Function Passes a pixel.


This uses the pass operation to blank out everything but what we just drew (from Lex's Stencil Tutorial).

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 NOT 1. Currently this is everything. render.SetStencilCompareFunction( STENCIL_NOTEQUAL ) -- If something draws to the screen, set the pixels it draws to 1 render.SetStencilPassOperation( STENCIL_REPLACE ) -- Draw our entities. They will draw as normal for _, ent in ipairs( ents.FindByClass( "prop_physics" ) ) do ent:DrawModel() end -- At this point, we cannot draw on top of anything that we have already drawn. -- So, if we flush the screen, our entities will still be there. render.ClearBuffersObeyStencil( 0, 148, 133, 255, false ) -- Let everything render normally again render.SetStencilEnable( false ) end )