Class reference
RDPipelineDepthStencilState
Inherits RefCounted
Pipeline depth/stencil state (used by RenderingDevice).
Description
RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice.
Properties
int back_op_compare = 7
int back_op_compare = 7The method used for comparing the previous back stencil value and back_op_reference.
int back_op_compare_mask = 0
int back_op_compare_mask = 0Selects which bits from the back stencil value will be compared.
int back_op_depth_fail = 1
int back_op_depth_fail = 1The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
int back_op_fail = 1
int back_op_fail = 1The operation to perform on the stencil buffer for back pixels that fail the stencil test.
int back_op_pass = 1
int back_op_pass = 1The operation to perform on the stencil buffer for back pixels that pass the stencil test.
int back_op_reference = 0
int back_op_reference = 0The value the previous back stencil value will be compared to.
int back_op_write_mask = 0
int back_op_write_mask = 0Selects which bits from the back stencil value will be changed.
int depth_compare_operator = 7
int depth_compare_operator = 7The method used for comparing the previous and current depth values.
float depth_range_max = 0.0
float depth_range_max = 0.0The maximum depth that returns true for enable_depth_range.
float depth_range_min = 0.0
float depth_range_min = 0.0The minimum depth that returns true for enable_depth_range.
bool enable_depth_range = false
bool enable_depth_range = falseIf 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.
bool enable_depth_test = false
bool enable_depth_test = falseIf 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 Redot's 2D renderer).
bool enable_depth_write = false
bool enable_depth_write = falseIf true, writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
bool enable_stencil = false
bool enable_stencil = falseIf 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.
int front_op_compare = 7
int front_op_compare = 7The method used for comparing the previous front stencil value and front_op_reference.
int front_op_compare_mask = 0
int front_op_compare_mask = 0Selects which bits from the front stencil value will be compared.
int front_op_depth_fail = 1
int front_op_depth_fail = 1The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
int front_op_fail = 1
int front_op_fail = 1The operation to perform on the stencil buffer for front pixels that fail the stencil test.
int front_op_pass = 1
int front_op_pass = 1The operation to perform on the stencil buffer for front pixels that pass the stencil test.
int front_op_reference = 0
int front_op_reference = 0The value the previous front stencil value will be compared to.
int front_op_write_mask = 0
int front_op_write_mask = 0Selects which bits from the front stencil value will be changed.