<?xml version="1.0" encoding="UTF-8" ?> <class name="RDPipelineDepthStencilState" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Pipeline depth/stencil state (used by [RenderingDevice]). </brief_description> <description> [RDPipelineDepthStencilState] controls the way depth and stencil comparisons are performed when sampling those values using [RenderingDevice]. </description> <tutorials> </tutorials> <members> <member name="back_op_compare" type="int" setter="set_back_op_compare" getter="get_back_op_compare" enum="RenderingDevice.CompareOperator" default="7"> </member> <member name="back_op_compare_mask" type="int" setter="set_back_op_compare_mask" getter="get_back_op_compare_mask" default="0"> </member> <member name="back_op_depth_fail" type="int" setter="set_back_op_depth_fail" getter="get_back_op_depth_fail" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="back_op_fail" type="int" setter="set_back_op_fail" getter="get_back_op_fail" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="back_op_pass" type="int" setter="set_back_op_pass" getter="get_back_op_pass" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="back_op_reference" type="int" setter="set_back_op_reference" getter="get_back_op_reference" default="0"> </member> <member name="back_op_write_mask" type="int" setter="set_back_op_write_mask" getter="get_back_op_write_mask" default="0"> </member> <member name="depth_compare_operator" type="int" setter="set_depth_compare_operator" getter="get_depth_compare_operator" enum="RenderingDevice.CompareOperator" default="7"> </member> <member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0"> </member> <member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0"> </member> <member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false"> </member> <member name="enable_depth_test" type="bool" setter="set_enable_depth_test" getter="get_enable_depth_test" default="false"> 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). </member> <member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false"> </member> <member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false"> </member> <member name="front_op_compare" type="int" setter="set_front_op_compare" getter="get_front_op_compare" enum="RenderingDevice.CompareOperator" default="7"> </member> <member name="front_op_compare_mask" type="int" setter="set_front_op_compare_mask" getter="get_front_op_compare_mask" default="0"> </member> <member name="front_op_depth_fail" type="int" setter="set_front_op_depth_fail" getter="get_front_op_depth_fail" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="front_op_fail" type="int" setter="set_front_op_fail" getter="get_front_op_fail" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="front_op_pass" type="int" setter="set_front_op_pass" getter="get_front_op_pass" enum="RenderingDevice.StencilOperation" default="1"> </member> <member name="front_op_reference" type="int" setter="set_front_op_reference" getter="get_front_op_reference" default="0"> </member> <member name="front_op_write_mask" type="int" setter="set_front_op_write_mask" getter="get_front_op_write_mask" default="0"> </member> </members> </class>