failed to use Stencil

Hi,

I’m trying to port a DirectX10 piece of code but I failed to use stencil correctly.

Here is my test :
I have a FBO with a depth stencil render buffer attached and stencil test enabled. I clear it to ‘1’ value.
Then I attach color buffers to the FBO and try to draw a simple fullscreen quad just for test, with stencil test func set to GL_GREATER and ref value to ‘1’. So I expect to have nothing drawn…but all pixels are drawn on the screen…

Could you please help me finding where I’m wrong ?

the code lokks like this :


glClearStencil(1);

(...) //create the renderBufferObject, attach to the FBO

glStencilMaskSeparate(GL_FRONT_AND_BACK, 0xffffffff);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); //want to keep depth

glEnable(GL_STENCIL_TEST);
glStencilFuncSeparate(GL_FRONT, GL_GREATER, 1, 0xffffffff);
glStencilMaskSeparate(GL_FRONT, 0);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEPP, GL_KEEP);

(...) //draw


You only set the values for GL_FRONT facing polygons. Are you sure you’re drawing the front of your triangles? OpenGL defaults to no face culling, so if you’re drawing the back, you’d never notice.

Ok, I’ve found the problem.

You’re right there was a very hidden little bug in the engine I’m using that caused wrong culling & CW on my quad as a side effect. So the stencil seperate affected was effectively the GL_BACK instead of the GL_FRONT.

I have to fix all that stuff now :wink:

Thanks.