Class RDPipelineDepthStencilState
Pipeline depth/stencil state (used by RenderingDevice).
- Inheritance
-
RDPipelineDepthStencilState
Remarks
RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice.
Properties
back_op_compare
The method used for comparing the previous back stencil value and back_op_reference.
var back_op_compare : int = 7
Property Value
Remarks
back_op_compare_mask
Selects which bits from the back stencil value will be compared.
var back_op_compare_mask : int = 0
Property Value
Remarks
back_op_depth_fail
The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
var back_op_depth_fail : int = 1
Property Value
Remarks
back_op_fail
The operation to perform on the stencil buffer for back pixels that fail the stencil test.
var back_op_fail : int = 1
Property Value
Remarks
back_op_pass
The operation to perform on the stencil buffer for back pixels that pass the stencil test.
var back_op_pass : int = 1
Property Value
Remarks
back_op_reference
The value the previous back stencil value will be compared to.
var back_op_reference : int = 0
Property Value
Remarks
back_op_write_mask
Selects which bits from the back stencil value will be changed.
var back_op_write_mask : int = 0
Property Value
Remarks
depth_compare_operator
The method used for comparing the previous and current depth values.
var depth_compare_operator : int = 7
Property Value
Remarks
depth_range_max
The maximum depth that returns true
for enable_depth_range.
var depth_range_max : float = 0.0
Property Value
Remarks
depth_range_min
The minimum depth that returns true
for enable_depth_range.
var depth_range_min : float = 0.0
Property Value
Remarks
enable_depth_range
If true
, each depth value will be tested to see if it is between depth_range_min and depth_range_max. If it is outside of these values, it is discarded.
var enable_depth_range : bool = false
Property Value
Remarks
enable_depth_test
If true
, enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If false
, objects will appear in the order they were drawn (like in Godot's 2D renderer).
var enable_depth_test : bool = false
Property Value
Remarks
enable_depth_write
If true
, writes to the depth buffer whenever the depth test returns true
. Only works when enable_depth_test is also true
.
var enable_depth_write : bool = false
Property Value
Remarks
enable_stencil
If true
, enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each.
var enable_stencil : bool = false
Property Value
Remarks
front_op_compare
The method used for comparing the previous front stencil value and front_op_reference.
var front_op_compare : int = 7
Property Value
Remarks
front_op_compare_mask
Selects which bits from the front stencil value will be compared.
var front_op_compare_mask : int = 0
Property Value
Remarks
front_op_depth_fail
The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
var front_op_depth_fail : int = 1
Property Value
Remarks
front_op_fail
The operation to perform on the stencil buffer for front pixels that fail the stencil test.
var front_op_fail : int = 1
Property Value
Remarks
front_op_pass
The operation to perform on the stencil buffer for front pixels that pass the stencil test.
var front_op_pass : int = 1
Property Value
Remarks
front_op_reference
The value the previous front stencil value will be compared to.
var front_op_reference : int = 0
Property Value
Remarks
front_op_write_mask
Selects which bits from the front stencil value will be changed.
var front_op_write_mask : int = 0