STENCIL_*

 

Tag: STENCIL_*

Parent tag: pass

Tags:

  • STENCIL_CLEAR (read/write) – BOOL default: true
  • STENCIL_CLEAR_VALUE (read/write) – INT default: 0
  • STENCIL_DEPTH_FAIL (read/write) – ENUM {KEEP ZERO REPLACE INCR INCR_WRAP DECR DECR_WRAP INVERT } default: KEEP
  • STENCIL_DEPTH_PASS (read/write) – ENUM {KEEP ZERO REPLACE INCR INCR_WRAP DECR DECR_WRAP INVERT } default: KEEP
  • STENCIL_ENABLE (read/write) – BOOL default: false
  • STENCIL_FAIL (read/write) – ENUM {KEEP ZERO REPLACE INCR INCR_WRAP DECR DECR_WRAP INVERT } default: KEEP
  • STENCIL_FUNC (read/write) – ENUM {LESS NEVER ALWAYS LEQUAL EQUAL GEQUAL GREATER NOT_EQUAL } default: ALWAYS
  • STENCIL_OP_MASK (read/write) – UINT default: 255
  • STENCIL_OP_REF (read/write) – INT default: 0

These tags have the same functionality as their OpenGL counterpart (see glEnable , glStencilFunc, and glStencilOp for more information).

Example:

<pass class="default" name="Set Ground On Stencil" >
	<scenes>
		<scene name="Ground" />
	</scenes>
	<COLOR_CLEAR value=false />
	<DEPTH_CLEAR value=false />
	<DEPTH_MASK value=false />
	<STENCIL_CLEAR value=true />
	<STENCIL_CLEAR_VALUE value=0 />
	<STENCIL_ENABLE value = true />
	<STENCIL_FUNC value="NEVER" />
	<STENCIL_OP_REF value=1 />
	<STENCIL_OP_MASK value=255 />
	<STENCIL_FAIL value="REPLACE" />
	<STENCIL_DEPTH_FAIL value="REPLACE" />
	<STENCIL_DEPTH_PASS value="REPLACE" />
	<camera name="MainCamera" />
	<viewport name="MainViewport" />
	<lights>
		<light name="Sun" />
	</lights>
	<materialMaps>
		<map fromMaterial="ground" toLibrary="Stencil" toMaterial="simpleTextured2" />
	</materialMaps>
</pass>

See Nau project: stencilTest