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render.SetStencilZFailOperation#517463

<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>⤶ <output><image src="basic_zfail_operation.jpg" alt="800px"/></output>⤶ </example>