Gl.StencilOp (gb.opengl)
Static Sub StencilOp ( Fail As Integer, Zfail As Integer, Zpass As Integer )
Set front and back stencil test actions.
Parameters
- sfail
-
Specifies the action to take when the stencil test fails.
Eight symbolic constants are accepted:
Gl.KEEP,
Gl.ZERO,
Gl.REPLACE,
Gl.INCR,
Gl.INCR_WRAP,
Gl.DECR,
Gl.DECR_WRAP, and
Gl.INVERT. The initial value is Gl.KEEP.
- dpfail
-
Specifies the stencil action when the stencil test passes,
but the depth test fails.
dpfail accepts the same symbolic constants as sfail. The initial value
is Gl.KEEP.
- dppass
-
Specifies the stencil action when both the stencil test and the depth
test pass, or when the stencil test passes and either there is no
depth buffer or depth testing is not enabled.
dppass accepts the same symbolic constants as sfail. The initial value
is Gl.KEEP.
Description
Stenciling,
like depth-buffering,
enables and disables drawing on a per-pixel basis.
You draw into the stencil planes using GL drawing primitives,
then render geometry and images,
using the stencil planes to mask out portions of the screen.
Stenciling is typically used in multipass rendering algorithms
to achieve special effects,
such as decals,
outlining,
and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the value in the stencil buffer and a
reference value. To enable and disable the test, call Gl.Enable
and Gl.Disable with argument
Gl.STENCIL_TEST; to control it, call
Gl.StencilFunc or
Gl.StencilFuncSeparate.
There can be two separate sets of
sfail,
dpfail, and
dppass parameters; one affects back-facing polygons, and the other
affects front-facing polygons as well as other non-polygon primitives.
Gl.StencilOp sets both front
and back stencil state to the same values. Use Gl.StencilOpSeparate
to set front and back stencil state to different values.
Gl.StencilOp takes three arguments that indicate what happens
to the stored stencil value while stenciling is enabled.
If the stencil test fails,
no change is made to the pixel's color or depth buffers,
and
sfail specifies what happens to the stencil buffer contents.
The following eight actions are possible.
- Gl.KEEP
-
Keeps the current value.
- Gl.ZERO
-
Sets the stencil buffer value to 0.
- Gl.REPLACE
-
Sets the stencil buffer value to ref,
as specified by Gl.StencilFunc.
- Gl.INCR
-
Increments the current stencil buffer value.
Clamps to the maximum representable unsigned value.
- Gl.INCR_WRAP
-
Increments the current stencil buffer value.
Wraps stencil buffer value to zero when incrementing the maximum
representable unsigned value.
- Gl.DECR
-
Decrements the current stencil buffer value.
Clamps to 0.
- Gl.DECR_WRAP
-
Decrements the current stencil buffer value.
Wraps stencil buffer value to the maximum representable unsigned value when
decrementing a stencil buffer value of zero.
- Gl.INVERT
-
Bitwise inverts the current stencil buffer value.
Stencil buffer values are treated as unsigned integers.
When incremented and decremented,
values are clamped to 0 and
,
where
is the value returned by querying Gl.STENCIL_BITS.
The other two arguments to
Gl.StencilOp specify stencil buffer actions
that depend on whether subsequent depth buffer tests succeed (
dppass)
or fail (
dpfail) (see
Gl.DepthFunc).
The actions are specified using the same eight symbolic constants as
sfail.
Note that
dpfail is ignored when there is no depth buffer,
or when the depth buffer is not enabled.
In these cases,
sfail and
dppass specify stencil action when the
stencil test fails and passes,
respectively.
Notes
Initially the stencil test is disabled.
If there is no stencil buffer,
no stencil modification can occur
and it is as if the stencil tests always pass,
regardless of any call to
Gl.StencilOp.
Gl.StencilOp is the same as
calling Gl.StencilOpSeparate
with
face set to Gl.FRONT_AND_BACK.
Errors
Gl.INVALID_ENUM is generated if
sfail,
dpfail, or
dppass is any value other than the defined constant values.
Associated Gets
Gl.Get with argument
Gl.STENCIL_FAIL, Gl.STENCIL_PASS_DEPTH_PASS,
Gl.STENCIL_PASS_DEPTH_FAIL, Gl.STENCIL_BACK_FAIL,
Gl.STENCIL_BACK_PASS_DEPTH_PASS, Gl.STENCIL_BACK_PASS_DEPTH_FAIL,
or Gl.STENCIL_BITS
Gl.IsEnabled with argument Gl.STENCIL_TEST
See also
Gl.Enable,
Gl.StencilFuncSeparate,
Gl.StencilMaskSeparate,
Gl.StencilOpSeparate
See original documentation on OpenGL website