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render.SetStencilPassOperation#513019

<function name="SetStencilPassOperation" parent="render" type="libraryfunc">⤶ <description>Sets the operation to be performed on the stencil buffer values if the compare function was successful.</description>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="passOperation" type="number">Pass operation function, see &lt;page&gt;STENCILOPERATION&lt;/page&gt;</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>This uses the pass operation to blank out everything but what we just drew</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 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 pairs( ents.FindByClass( "sent_stencil_test" ) ) 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 )⤶ </code>⤶ <output></output>⤶ ⤶ </example>