From 0bb744e555f131cf884bea4d3c5eb4e9e462978b Mon Sep 17 00:00:00 2001 From: DevPoodle Date: Sat, 13 Jan 2024 11:09:44 -0800 Subject: [PATCH] Add descriptions to the remaining properties of RDPipelineDepthStencilState --- doc/classes/RDPipelineDepthStencilState.xml | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) diff --git a/doc/classes/RDPipelineDepthStencilState.xml b/doc/classes/RDPipelineDepthStencilState.xml index fa2a4e17c96..b8245f97af2 100644 --- a/doc/classes/RDPipelineDepthStencilState.xml +++ b/doc/classes/RDPipelineDepthStencilState.xml @@ -10,47 +10,67 @@ + The method used for comparing the previous back stencil value and [member back_op_reference]. + Selects which bits from the back stencil value will be compared. + The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test. + The operation to perform on the stencil buffer for back pixels that fail the stencil test + The operation to perform on the stencil buffer for back pixels that pass the stencil test. + The value the previous back stencil value will be compared to. + Selects which bits from the back stencil value will be changed. + The method used for comparing the previous and current depth values. + The maximum depth that returns true for [member enable_depth_range]. + The minimum depth that returns true for [member enable_depth_range]. + If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded. If [code]true[/code], 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 [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer). + If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true. + If [code]true[/code], enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each. + The method used for comparing the previous front stencil value and [member front_op_reference]. + Selects which bits from the front stencil value will be compared. + The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test. + The operation to perform on the stencil buffer for front pixels that fail the stencil test. + The operation to perform on the stencil buffer for front pixels that pass the stencil test. + The value the previous front stencil value will be compared to. + Selects which bits from the front stencil value will be changed.