Reputation: 3388
With the stencil buffer in opengl-es for Android, I'm simply trying to mask out drawing part of the screen. I think I have it set up right, but it is not masking out the non-stenciled parts. Below is an extraction of code for what I'm doing.
gl.glEnable(GL10.GL_STENCIL_TEST);
gl.glClearStencil(0);
gl.glClear(GL10.GL_STENCIL_BUFFER_BIT);
gl.glColorMask(false, false, false, false);
gl.glDepthMask(false);
gl.glStencilFunc(GL10.GL_ALWAYS, 1, 1);
gl.glStencilOp(GL10.GL_REPLACE, GL10.GL_REPLACE, GL10.GL_REPLACE);
drawMask(); //I have confirmed this draws to the correct location by allowing colour to show. Trust that this draws the mask to the correct location.
gl.glColorMask(true, true, true, true);
gl.glDepthMask(true);
gl.glStencilFunc(GL10.GL_EQUAL, 1, 1);
gl.glStencilOp(GL10.GL_KEEP, GL10.GL_KEEP, GL10.GL_KEEP);
drawItems(); //Draw everything. Only items inside the masked area should be drawn. But everything is drawn with this code...
gl.glDisable(GL10.GL_STENCIL_TEST);
Anyone spot anything wrong with this? What it does basically is draw a box for say, half the screen (this works if I had colour enabled) which is setting the stencil buffer to 1 for that area. And at the end I draw to the whole screen. I want it to draw to the top half only, but it draws everything.
Thanks in advance.
Upvotes: 6
Views: 8149
Reputation: 1597
This answer is reposted from the link shown below. This fixed an OpenGL ES2.0 bug in a sample for me.
"It is necessary to set stencil mask glStencilMask(0xff) before calling glClear(GL_STENCIL_BUFFER_BIT) to clear all bits of stencil buffer. "
android opengl 2.0 stencil buffer not working
Upvotes: 0
Reputation: 30419
You need to explicitly request the stencil buffer with GLSurfaceView.setEGLConfigChooser
:
public class MyActivity extends Activity {
GLSurfaceView view;
...
onCreate(...
view.setEGLConfigChooser(5,6,5,0,16,8);
view.setRenderer(...
The numbers are red, green, blue, alpha, depth, stencil bits. RGB565 with 16 bit depth and 8 bit stencil is the minimum which is supported by each EGL capable android device.
Upvotes: 2
Reputation: 1261
You have to set the stencilSize using setEGLConfigChooser. Note that different phones have different surfaces which may or may not support this.
For example:
// void android.opengl.GLSurfaceView.setEGLConfigChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize)
mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 8);
Upvotes: 5
Reputation: 3388
The reason ended up being that I had not set my EGLConfig properly to support stencil buffer.
Upvotes: 4