I am writing an SDL2/modern OpenGL application that uses stencil buffers. I have written the following code in my renderer:
glEnable(GL_STENCIL_FUNC);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_NEVER, 1, 0xFF); //Always fail the stencil test
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); //Set the pixels which failed to 1
glStencilMask(0xFF);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
//Drawing small rectangle here
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xFF); //Only pass the stencil test where the pixel is 1 in the stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); //Dont change the stencil buffer any further
//Drawing big rectangle here
glDisable(GL_STENCIL_FUNC);
The goal of the code above is to only draw the part of the big rectangle that fits in the small rectangle. Unfortunately, when I run the code the opposite happens, it renders the big rectangle with a hole in it the size of the small rectangle.
I have tried many more stencil functions, but they all result in the same, and this seems like it should work. So, does anybody have any ideas or can tell me where I am going wrong?
I apperantly don't have the reputation to embed pictures in my post but:
Intended result: https://i.stack.imgur.com/YuBIx.jpg Actual result: https://i.stack.imgur.com/GSrQK.jpg