glStencilMaskSeparate - control the front and/or back writing of individual bits in the stencil planes
void glStencilMaskSeparate(GLenum face, GLuint mask);
glStencilMaskSeparate controls the writing of individual bits in the stencil planes. The least significant n bits of mask, where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing.
There can be two separate mask writemasks; one affects back-facing polygons, and the other affects front-facing polygons as well as other non-polygon primitives. glStencilMask() sets both front and back stencil writemasks to the same values, as if glStencilMaskSeparate() were called with face set to GL_FRONT_AND_BACK.
GL_INVALID_ENUM is generated if face is not one of the accepted tokens.
glGet() with argument GL_STENCIL_WRITEMASK, GL_STENCIL_BACK_WRITEMASK, or GL_STENCIL_BITS
glColorMask(), glDepthMask(), glStencilFunc(), glStencilFuncSeparate(), glStencilMask(), glStencilOp(), glStencilOpSeparate()
Copyright © 2006 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.