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RDPipelineDepthStencilState

Inherits: RefCounted < Object

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

CompareOperator

back_op_compare

7

int

back_op_compare_mask

0

StencilOperation

back_op_depth_fail

1

StencilOperation

back_op_fail

1

StencilOperation

back_op_pass

1

int

back_op_reference

0

int

back_op_write_mask

0

CompareOperator

depth_compare_operator

7

float

depth_range_max

0.0

float

depth_range_min

0.0

bool

enable_depth_range

false

bool

enable_depth_test

false

bool

enable_depth_write

false

bool

enable_stencil

false

CompareOperator

front_op_compare

7

int

front_op_compare_mask

0

StencilOperation

front_op_depth_fail

1

StencilOperation

front_op_fail

1

StencilOperation

front_op_pass

1

int

front_op_reference

0

int

front_op_write_mask

0


Property Descriptions

CompareOperator back_op_compare = 7

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int back_op_compare_mask = 0

  • void set_back_op_compare_mask ( int value )

  • int get_back_op_compare_mask ( )

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StencilOperation back_op_depth_fail = 1

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StencilOperation back_op_fail = 1

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StencilOperation back_op_pass = 1

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int back_op_reference = 0

  • void set_back_op_reference ( int value )

  • int get_back_op_reference ( )

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int back_op_write_mask = 0

  • void set_back_op_write_mask ( int value )

  • int get_back_op_write_mask ( )

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CompareOperator depth_compare_operator = 7

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float depth_range_max = 0.0

  • void set_depth_range_max ( float value )

  • float get_depth_range_max ( )

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float depth_range_min = 0.0

  • void set_depth_range_min ( float value )

  • float get_depth_range_min ( )

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bool enable_depth_range = false

  • void set_enable_depth_range ( bool value )

  • bool get_enable_depth_range ( )

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bool enable_depth_test = false

  • void set_enable_depth_test ( bool value )

  • bool get_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).


bool enable_depth_write = false

  • void set_enable_depth_write ( bool value )

  • bool get_enable_depth_write ( )

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bool enable_stencil = false

  • void set_enable_stencil ( bool value )

  • bool get_enable_stencil ( )

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CompareOperator front_op_compare = 7

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int front_op_compare_mask = 0

  • void set_front_op_compare_mask ( int value )

  • int get_front_op_compare_mask ( )

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StencilOperation front_op_depth_fail = 1

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StencilOperation front_op_fail = 1

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StencilOperation front_op_pass = 1

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int front_op_reference = 0

  • void set_front_op_reference ( int value )

  • int get_front_op_reference ( )

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int front_op_write_mask = 0

  • void set_front_op_write_mask ( int value )

  • int get_front_op_write_mask ( )

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