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<refentry id="glStencilOp">
<refmeta>
<refentrytitle>glStencilOp</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glStencilOp</refname>
<refpurpose>set stencil test actions</refpurpose>
</refnamediv>
<refsynopsisdiv>
<title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>void <function>glStencilOp</function></funcdef>
<paramdef>GLenum <parameter>fail</parameter></paramdef>
<paramdef>GLenum <parameter>zfail</parameter></paramdef>
<paramdef>GLenum <parameter>zpass</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1>
<title>Parameters</title>
<variablelist>
<varlistentry>
<term>
<parameter>fail</parameter>
</term>
<listitem>
<para>Specifies the action to take when the stencil test
fails. Six symbolic constants are accepted:
<constant>GL_KEEP</constant>,
<constant>GL_ZERO</constant>,
<constant>GL_REPLACE</constant>,
<constant>GL_INCR</constant>,
<constant>GL_DECR</constant>, and
<constant>GL_INVERT</constant>. The initial value is
<constant>GL_KEEP</constant>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<parameter>zfail</parameter>
</term>
<listitem>
<para>Specifies the stencil action when the stencil test
passes, but the depth test fails.
<parameter>zfail</parameter> accepts the same symbolic constants as
<parameter>fail</parameter>. The initial value is
<constant>GL_KEEP</constant>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<parameter>zpass</parameter>
</term>
<listitem>
<para>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.
<parameter>zpass</parameter> accepts the same symbolic constants as
<parameter>fail</parameter>. The initial value is
<constant>GL_KEEP</constant>.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1>
<title>Description</title>
<para>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.</para>
<para>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 stencil test, call
<citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry> and
<citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry>
with argument <constant>GL_STENCIL_TEST</constant>.
To control it, call
<citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry>.
Stenciling is initially disabled.
</para>
<para><function>glStencilOp</function>
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 <parameter>fail</parameter>
specifies what happens to the stencil buffer contents. The
following six actions are possible.</para>
<variablelist>
<varlistentry>
<term>
<constant>GL_KEEP</constant>
</term>
<listitem>
<para>Keeps the current value.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<constant>GL_ZERO</constant>
</term>
<listitem>
<para>Sets the stencil buffer value to 0.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<constant>GL_REPLACE</constant>
</term>
<listitem>
<para>Sets the stencil buffer value to
<parameter>ref</parameter>, as specified by
<citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<constant>GL_INCR</constant>
</term>
<listitem>
<para>Increments the current stencil buffer value. Clamps
to the maximum representable unsigned value.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<constant>GL_DECR</constant>
</term>
<listitem>
<para>Decrements the current stencil buffer value. Clamps
to 0.</para>
</listitem>
</varlistentry>
<varlistentry>
<term>
<constant>GL_INVERT</constant>
</term>
<listitem>
<para>Bitwise inverts the current stencil buffer value.</para>
</listitem>
</varlistentry>
</variablelist>
<para>Stencil buffer values are treated as unsigned integers.
When incremented and decremented, values are clamped to 0 and
<inlineequation><math>
<msup><mn>2</mn><mi>n</mi></msup><mo>-</mo><mn>1</mn>
</math></inlineequation>,
where <replaceable>n</replaceable> is the value returned by querying
<constant>GL_STENCIL_BITS</constant>.</para>
<para>The other two arguments to <function>glStencilOp</function>
specify stencil buffer actions that depend on whether
subsequent depth buffer tests succeed (<parameter>zpass</parameter>)
or fail
(<parameter>zfail</parameter>) (see
<citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry>).
The actions are specified using the same six symbolic constants as
<parameter>fail</parameter>. Note that <parameter>zfail</parameter>
is ignored when there is no depth buffer, or when the depth
buffer is not enabled. In these cases, <parameter>fail</parameter> and
<parameter>zpass</parameter>
specify stencil action when the stencil test fails and passes,
respectively.</para>
</refsect1>
<refsect1>
<title>Notes</title>
<para>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
<function>glStencilOp</function>.</para>
</refsect1>
<refsect1>
<title>Errors</title>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>fail</parameter>,
<parameter>zfail</parameter>, or
<parameter>zpass</parameter>
is any value other than the six defined constant values.</para>
</refsect1>
<refsect1>
<title>Associated Gets</title>
<para>
<citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
with argument <constant>GL_STENCIL_BITS</constant>
</para>
</refsect1>
<refsect1>
<title>See Also</title>
<para>
<citerefentry><refentrytitle>glAlphaFunc</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glBlendFunc</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glLogicOp</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry>
</para>
</refsect1>
</refentry>