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RDPipelineDepthStencilState

Table of contents

RDPipelineDepthStencilState #

is_refcounted, is_instantiable, core, not_builtin_classes

Pipeline depth/stencil state (used by RenderingDevice).

RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice.

Members #

var back_op_compare = COMPARE_OP_ALWAYS#

The method used for comparing the previous back stencil value and back_op_reference.

var back_op_compare_mask: int = 0#

Selects which bits from the back stencil value will be compared.

var back_op_depth_fail = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.

var back_op_fail = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for back pixels that fail the stencil test.

var back_op_pass = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for back pixels that pass the stencil test.

var back_op_reference: int = 0#

The value the previous back stencil value will be compared to.

var back_op_write_mask: int = 0#

Selects which bits from the back stencil value will be changed.

var depth_compare_operator = COMPARE_OP_ALWAYS#

The method used for comparing the previous and current depth values.

var depth_range_max: float = 0.0#

The maximum depth that returns true for enable_depth_range.

var depth_range_min: float = 0.0#

The minimum depth that returns true for enable_depth_range.

var enable_depth_range: bool = false#

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_test: bool = false#

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_write: bool = false#

If true, writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.

var enable_stencil: bool = false#

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 front_op_compare = COMPARE_OP_ALWAYS#

The method used for comparing the previous front stencil value and front_op_reference.

var front_op_compare_mask: int = 0#

Selects which bits from the front stencil value will be compared.

var front_op_depth_fail = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.

var front_op_fail = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for front pixels that fail the stencil test.

var front_op_pass = STENCIL_OP_ZERO#

The operation to perform on the stencil buffer for front pixels that pass the stencil test.

var front_op_reference: int = 0#

The value the previous front stencil value will be compared to.

var front_op_write_mask: int = 0#

Selects which bits from the front stencil value will be changed.

Methods #

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #