@@ -37,7 +37,7 @@ For visual examples of these render modes, see :ref:`Standard Material 3D and OR
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **depth_test_default ** | Depth test will discard the pixel if it is behind other pixels. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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- | **depth_test_inverted ** | Depth test will discard the pixel if it is in front of other pixels. Useful for stencil effects |
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+ | **depth_test_inverted ** | Depth test will discard the pixel if it is in front of other pixels. Useful for stencil effects. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **sss_mode_skin ** | Subsurface Scattering mode for skin (optimizes visuals for human skin, e.g. boosted red channel). |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
@@ -98,16 +98,19 @@ Stencil modes
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-------------
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.. note ::
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+
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Stencil support is experimental, use at your own risk.
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- We will try to not break compatibility as much as possible, but if major flaws are found in the API, it may change in the next version.
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+ We will try to not break compatibility as much as possible,
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+ but if significant flaws are found in the API, it may change
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+ in the next minor version.
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- Stencil operations are a set of operations that allow to write to
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+ Stencil operations are a set of operations that allow writing to
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an efficient buffer in an hardware-accelerated manner.
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- Stencil is generally used to mask in or out parts of the scene.
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+ This is generally used to mask in or out parts of the scene.
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Some of the most well-known uses are:
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- - Outlines: Stencil allows to mask out the inner mesh that is being outlined to avoid inner outlines.
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+ - Outlines: Mask out the inner mesh that is being outlined to avoid inner outlines.
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- X-Ray: Display a mesh behind other objects.
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- Portals: Draw geometry that is normally "impossible" (non-Euclidian) by masking objects.
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- Shadows: Draw sharp shadows without relying on shadow maps.
@@ -136,11 +139,11 @@ Some of the most well-known uses are:
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **compare_less ** | Pass stencil test if the reference value is less than the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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- | **compare_less_or_equal ** | Pass stencil test if the reference value is less or equal than the stencil buffer value. |
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+ | **compare_less_or_equal ** | Pass stencil test if the reference value is less than or equal to the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **compare_greater ** | Pass stencil test if the reference value is greater than the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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- | **compare_greater_or_equal ** | Pass stencil test if the reference value is greater or equal than the stencil buffer value. |
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+ | **compare_greater_or_equal ** | Pass stencil test if the reference value is greater than or equal to the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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Built-ins
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