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