Revision Difference
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 <page>STENCILOPERATION</page></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>