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