我正在尝试了解模具。我可以使用一个很好的教程来解释它们的工作原理,但与此同时,这是我正在使用的方法:
DepthStencilState _StencilAlways;
DepthStencilState _StencilKeepIfZero;
SpriteBatch _StencilBatch;
SpriteBatch _MaskBatch;
_StencilAlways = new DepthStencilState();
_StencilAlways.StencilEnable = true;
_StencilAlways.StencilFunction = CompareFunction.Always;
_StencilAlways.StencilPass = StencilOperation.Replace;
_StencilAlways.ReferenceStencil = 1;
_StencilAlways.DepthBufferEnable = false;
_StencilKeepIfZero = new DepthStencilState();
_StencilKeepIfZero.StencilEnable = true;
_StencilKeepIfZero.StencilFunction = CompareFunction.Equal;
_StencilKeepIfZero.StencilPass = StencilOperation.Keep;
_StencilKeepIfZero.ReferenceStencil = 0;
_StencilKeepIfZero.DepthBufferEnable = false;
RenderTarget2D MaskRenderTarget = new RenderTarget2D(device, Width, Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents);
GraphicsDevice.SetRenderTarget(MaskRenderTarget);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, new Color(0, 0, 0, 1), 0, 0);
_MaskBatch.Begin(SpriteSortMode.Immediate, null, null, _StencilAlways, null);
_MaskBatch.Draw(
Texture,
Position,
null,
Shade,
0,
Vector2.Zero,
Scale,
SpriteEffects.None,
0);
_MaskBatch.End();
_StencilBatch.Begin(SpriteSortMode.Immediate, null, null, _StencilKeepIfZero, null);
_StencilBatch.DrawString(
_Font,
Line,
Position2,
Shade);
_StencilBatch.End();
_RenderedTexture = MaskRenderTarget;
GraphicsDevice.SetRenderTargets(null);
可能会有一些换位/卫生错误,但是有什么想法我做错了吗?
最佳答案
我建议搜索与XNA / Windows Phone无关的模板缓冲区。最后,这些值或用法完全相同。
所有图形卡都支持的基本功能以及DirectX和OpenGL都具有绑定功能。
http://en.wikipedia.org/wiki/Stencil_buffer
要么
http://www.google.cz/search?q=stencil+buffer