C 言語関数:glStencilFunc サンプルコード

サンプルコードを検索した結果です。


TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_NEVER, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer


TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_LEQUAL, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_NOTEQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(func, ref, mask); // by default GL_ALWAYS, 0, 0xFF, always pass stencil test.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(GL_NEVER, 1, 0xFF); // never pass stencil test.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(GL_EQUAL, 1, 0xFF);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
This is a job for glStencilFunc(). It determines what's going to happen to the frame buffer depending on what the value in the stencil buffer is........
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
You need to call it before every rendering pass to say 'only draw if the stencil buffer says I drew last time round'. Since the stencil buffer is being incremented each time, the value to test against needs to be incremented too. For example, the first three rendering passes should call glStencilFunc() like this:.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 0, 1); // if (stencil_buffer_value == 0) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 1, 1); // if (stencil_buffer_value == 1) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 2, 1); // if (stencil_buffer_value == 2) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
Googleで検索

https://www.google.co.jp/#q=glStencilFunc