glStencilOp - set stencil test actions
void glStencilOp(
GLenum fail,
GLenum zfail,
GLenum zpass );
Specifies the action to take when the stencil test fails.
Six symbolic constants are accepted: GL_KEEP, GL_ZERO,
GL_REPLACE, GL_INCR, GL_DECR, and GL_INVERT. The initial
value is GL_KEEP. Specifies the stencil action when the
stencil test passes, but the depth test fails. zfail
accepts the same symbolic constants as fail. The initial
value is GL_KEEP. 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. zpass accepts the same symbolic
constants as fail. The initial value is GL_KEEP.
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 glEnable() and glDisable() with argument
GL_STENCIL_TEST; to control it, call glStencilFunc().
glStencilOp() 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 fail specifies
what happens to the stencil buffer contents. The following
six actions are possible. Keeps the current value. Sets
the stencil buffer value to 0. Sets the stencil buffer
value to ref, as specified by glStencilFunc(). Increments
the current stencil buffer value. Clamps to the maximum
representable unsigned value. Decrements the current
stencil buffer value. Clamps to 0. 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 2 sup n - 1, where n is the value returned by querying
GL_STENCIL_BITS.
The other two arguments to glStencilOp() specify stencil
buffer actions that depend on whether subsequent depth
buffer tests succeed (zpass) or fail (zfail) (see glDepthFunc()).
The actions are specified using the same six symbolic
constants as fail. Note that zfail is ignored when
there is no depth buffer, or when the depth buffer is not
enabled. In these cases, fail and zpass specify stencil
action when the stencil test fails and passes, respectively.
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 glStencilOp().
GL_INVALID_ENUM is generated if fail, zfail, or zpass is
any value other than the six defined constant values.
GL_INVALID_OPERATION is generated if glStencilOp() is executed
between the execution of glBegin() and the corresponding
execution of glEnd().
glGet() with argument GL_STENCIL_FAIL
glGet() with argument GL_STENCIL_PASS_DEPTH_PASS
glGet() with argument GL_STENCIL_PASS_DEPTH_FAIL
glGet() with argument GL_STENCIL_BITS
glIsEnabled() with argument GL_STENCIL_TEST
glAlphaFunc(3), glBlendFunc(3), glDepthFunc(3), glEnable(3), glLogicOp(3), glStencilFunc(3)
glStencilOp(3G)
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