|Microsoft DirectX 9.0|
Applications use the stencil buffer to determine whether a pixel is written to the rendering target surface.
For details, see Stencil Buffer Techniques.
Applications written in C++ enable or disable stenciling by calling the IDirect3DDevice9::SetRenderState method. Pass D3DRS_STENCILENABLE as the value of the first parameter. Set the value of the second parameter to TRUE or FALSE to enable or disable stenciling, respectively.
Set the comparison function that Microsoft?Direct3D?uses to perform the stencil test by calling IDirect3DDevice9::SetRenderState. Set the value of the first parameter to D3DRS_STENCILFUNC. Pass a member of the D3DCMPFUNC enumerated type as the value of the second parameter.
The stencil reference value is the value in the stencil buffer that the stencil function uses for its test. By default, the stencil reference value is zero. Your application can set the value by calling D3DRENDERSTATETYPE. Pass D3DRS_STENCILREF as the value of the first parameter. Set the value of the second parameter to the new reference value.
Before the Direct3D module performs the stencil test for any pixel, it performs a bitwise AND operation of the stencil reference value and a stencil mask value. The result is compared against the contents of the stencil buffer using the stencil comparison function. Your application can set the stencil mask with D3DRENDERSTATETYPE. Pass D3DRS_STENCILMASK as the value of the first parameter. Set the value of the second parameter to the new stencil mask.
Your application can also control how Direct3D responds when the stencil test passes but the z-buffer test fails. Call IDirect3DDevice9::SetRenderState and pass D3DRS_STENCILZFAIL as the first parameter and use D3DSTENCILCAPS for the second parameter.
In addition, your application can control what Direct3D does when both the stencil test and the z-buffer test pass. Call IDirect3DDevice9::SetRenderState and pass D3DRS_STENCILPASS as the first parameter. Again, the second parameter is D3DSTENCILCAPS.
A write mask can be applied to the values written into the stencil buffer. To set a stencil buffer write mask, call IDirect3DDevice9::SetRenderState and pass D3DRS_STENCILWRITEMASK as the first parameter. Pass the value of the write mask as the second parameter.