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>
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