materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::PerformFullScreenStencilOperation( void )
{
	LOCK_SHADERAPI();

	// We'll be drawing a large quad in altered worldspace, user clip planes must be disabled
	SetRenderState( D3DRS_CLIPPLANEENABLE, 0 );

	ShaderUtil()->DrawClearBufferQuad( 0, 0, 0, 0, false, false, false );

	// Reset user clip plane state
	SetRenderState( D3DRS_CLIPPLANEENABLE, m_DynamicState.m_UserClipPlaneEnabled );
}
//-------------------------------------------------------------------------
//Perform stencil operations to every pixel on the screen
//-------------------------------------------------------------------------
Perform stencil operations to every pixel on the screen
Perform stencil operations to every pixel on the screen
void CShaderAPIDx8::PerformFullScreenStencilOperation( void )
{
	LOCK_SHADERAPI();
	SetRenderState( D3DRS_CLIPPLANEENABLE, 0 );
	ShaderUtil()->DrawClearBufferQuad( 0, 0, 0, 0, false, false, false );
	SetRenderState( D3DRS_CLIPPLANEENABLE, m_DynamicState.m_UserClipPlaneEnabled );
}
void CShaderAPIDx8 :: PerformFullScreenStencilOperation ( void ) { LOCK_SHADERAPI ( ) ; SetRenderState ( D3DRS_CLIPPLANEENABLE , 0 ) ; ShaderUtil ( ) -> DrawClearBufferQuad ( 0 , 0 , 0 , 0 , false , false , false ) ; SetRenderState ( D3DRS_CLIPPLANEENABLE , m_DynamicState . m_UserClipPlaneEnabled ) ; }
Perform stencil operations to every pixel on the screen
Perform stencil operations to every pixel on the screen
// We'll be drawing a large quad in altered worldspace, user clip planes must be disabled // Reset user clip plane state