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Stenciles for army of two masks
Stenciles for army of two masks









stenciles for army of two masks
  1. Stenciles for army of two masks update#
  2. Stenciles for army of two masks free#

Stenciles for army of two masks update#

Simply update useStencilMask() to glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE) and glStencilFunc(GL_EQUAL, 3, 1). In your case you don't need to mask out the first bit from being written because it's already set.

  • Use glStencilMask() to stop certain bits from getting written.
  • Use mask in glStencilFunc() to ignore bits when testing/reading.
  • However, you can get around this with masks: This bit's a little tricky because the same ref value of glStencilFunc() is used in both the stencil test and as the value to replace. Only render if the current pixel stencil value is one.ĭraw and then leave the test disabled glDisable(GL_STENCIL_TEST) when you're done. Just using the test, don't need to replace anything. Only draw to pixels with 1s from the previous step. You can set glDepthMask and glColorMask so this doesn't actually affect the current colour/depth and your scene, only the stencil buffer. mask 1 - only operate on the first bit (don't need any more)Ĭall the above function, and draw your stuff. ref 1 - replace with ones instead of zeroes func GL_ALWAYS - the stencil test always passes GlStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE) this writes the value of 'ref' to the buffer dppass GL_REPLACE - write only if both pass and you'd normally see it dpfail GL_KEEP - also keep if the stencil passes but depth test fails sfail GL_KEEP - keep original value if stencil test fails If stencil test (glStencilFunc) fails, no frags are written Enables writing to the stencil buffer (glStencilOp) This assumes glClearStencil() is unchanged. Create the maskĬlear the stencil buffer to zeroes and write 1s to all pixels you draw to.

    Stenciles for army of two masks free#

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    stenciles for army of two masks

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    Stenciles for army of two masks