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render.SetStencilZFailOperation

  render.SetStencilZFailOperation( number zFailOperation )

Description

Sets the operation to be performed on the stencil buffer values if the stencil test is passed but the depth buffer test fails.

Arguments

1 number zFailOperation
Z fail operation function, see STENCILOPERATION enum

Example

This shows how to reveal hidden sections of entities, wallhack style (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 ) -- Always draw everything render.SetStencilCompareFunction( STENCIL_ALWAYS ) -- If something would draw to the screen but is behind something, set the pixels it draws to 1 render.SetStencilZFailOperation( STENCIL_REPLACE ) -- Draw our entities. They will draw as normal for _, ent in ipairs( ents.FindByClass( "prop_physics" ) ) do ent:DrawModel() end -- Now, only draw things that have their pixels set to 1. This is the hidden parts of the stencil tests. render.SetStencilCompareFunction( STENCIL_EQUAL ) -- Flush the screen. This will draw teal over all hidden sections of the stencil tests render.ClearBuffersObeyStencil( 0, 148, 133, 255, false ) -- Let everything render normally again render.SetStencilEnable( false ) end )
Output: