Revision Difference
render.SetStencilZFailOperation#561574
<function name="SetStencilZFailOperation" parent="render" type="libraryfunc">
<description>
Sets the <page text="Stencil Operation">Enums/STENCILOPERATION</page> that will be performed on the Stencil Buffer values of pixels affected by draw operations if the <page text="Compare Function">render.SetStencilCompareFunction</page> Passed a given pixel, but it did **not** Pass the Depth Test.
For more detailed information on the Stencil system, including usage examples, see the <page text="Stencils Render Reference">render_stencils</page> page
</description>
<realm>Client and Menu</realm>
<args>
<arg name="zFailOperation" type="Enums/STENCILOPERATION">
The Stencil Operation to be performed if the Compare Function Passes a pixel, but the pixel fails the Depth Test.
</arg>
</args>
</function>
<image src="b2b4c/8dc4ea9609eac76.png" size="77491" name="ZFailOperationFlowChart.png" />
<example>
<description>This shows how to reveal hidden sections of entities, wallhack style (from
[Lex's Stencil Tutorial](https://github.com/Lexicality/stencil-tutorial)).</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 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 )
</code>
<output><image src="basic_zfail_operation.jpg" alt="800px"/></output>⤶
<output>⤶
<image src="basic_zfail_operation.jpg" alt="800px"/>⤶
</output>⤶
</example>