I have decided to go thru stenciling process ONE step at the time.
I hope it is OK with the forum.
I got the initialization , enabling and clearing , working OK.
Next is setting for the stencil.
glStencilFunc supposedly passes the baton to next call ( glStencilOp ) , depending on setting of reference and mask - all SINGLE bits.
However, if the function is set to GL_ALWAYS are both reference and mask ignored ?
And what hap[pens with code flow if the glStencilFunc fails?
Can I use glGet to verify that glStencilFunc passed / failed ?
// setup stencil function
// function - test always
// reference - anything ??
// mask - anything ??
glStencilFunc(GL_ALWAYS, 1, 1);
I am truly sorry to be such pain, but I need this stenciling process to be well defined, each step, bullet-proof, not just "try this and watch for smoke ".
For example - right now my stencil test passes part (correct) of text bitmap, but also passes everything else NO change.