// Configure some boilerplate
GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
- GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
+ GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
GPU_SetBlendingColor(0,0,0,0);
GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
// Configure some boilerplate
GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
- GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
+ GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
GPU_SetBlendingColor(0,0,0,0);
GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
// Configure some boilerplate
GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
- GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
+ GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
GPU_SetBlendingColor(0,0,0,0);
GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);