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render.SetStencilZFailOperation#513036

<function name="SetStencilZFailOperation" parent="render" type="libraryfunc">⤶ <description>Sets the operation to be performed on the stencil buffer values if the stencil test is passed but the depth buffer test fails.</description>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="zFailOperation" type="number">Z fail operation function, see &lt;page&gt;STENCILOPERATION&lt;/page&gt;</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>This shows how to reveal hidden sections of entities, wallhack style</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 )⤶ -- 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 pairs( ents.FindByClass( "sent_stencil_test" ) ) 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 )⤶ </code>⤶ <output></output>⤶ ⤶ </example>