render.SetStencilZFailOperation

From Garry's Mod
Jump to: navigation, search
 render.SetStencilZFailOperation( )

Contents

Description

Sets the operation to be performed on the stencil buffer values if the stencil test is passed but the depth buffer test fails.

Arguments

number zFailOperation

Z fail operation function, see STENCILOPERATION_ Enums

Examples

Example

This shows how to reveal hidden sections of entities, wallhack style

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 )

Output:

basic zfail operation.jpg
Personal tools
Navigation