Anomaly when using ColorWriteAttrib

Does work.

# -*- coding: utf_8 -*-
from panda3d.core import loadPrcFileData
loadPrcFileData("", "framebuffer-stencil #t")

from math import pi, sin, cos

from direct.showbase.ShowBase import ShowBase
from panda3d.core import DirectionalLight, AmbientLight, LVector4, StencilAttrib, NodePath, Camera
from direct.task import Task

class StencilDemo(ShowBase):

    def __init__(self):
        ShowBase.__init__(self)

        self.disableMouse()

        # --- Stage 1 we write the silhouettes of the figures in the stencil buffer.

        base.win.setSort(1)

        cube_stencil = loader.loadModel("cube")
        cube_stencil.setColor(LVector4(0, 1, 0, 1))
        cube_stencil.reparentTo(render)
        # Cube stencil recording.
        cube_stencil.node().setAttrib(StencilAttrib.make(1, StencilAttrib.SCFAlways, StencilAttrib.SOKeep, StencilAttrib.SOKeep, StencilAttrib.SOReplace, 10, 0, 0xff))

        sphere_stencil = loader.loadModel("sphere")
        sphere_stencil.setColor(LVector4(0, 0, 1, 1))
        sphere_stencil.reparentTo(render)
        # Recording a stencil sphere.
        sphere_stencil.node().setAttrib(StencilAttrib.make(1, StencilAttrib.SCFAlways, StencilAttrib.SOKeep, StencilAttrib.SOKeep, StencilAttrib.SOReplace, 20, 0, 0xff))

        # --- In step 2, we render the cube using the stencil mask.

        # Create a new scene node.
        render2 = NodePath('render2')

        # Create a camera and configure the camera.
        self.camera2 = render2.attachNewNode(Camera('cam2'))
        self.camera2.node().setLens(base.cam.node().getLens())

        # Create a display region.
        self.display_my = base.win.makeDisplayRegion()
        self.display_my.setSort(2)
        
        self.display_my.setClearColorActive(True)
        self.display_my.setClearColor(base.getBackgroundColor())

        self.display_my.setClearDepthActive(True)
        self.display_my.setClearDepth(1.0)

        # Set the camera for display.
        self.display_my.setCamera(self.camera2)

        cube_render = loader.loadModel("cube")
        cube_render.setColor(LVector4(1, 0, 0, 1))
        cube_render.reparentTo(render2)
        # Cube stencil reading.
        cube_render.node().setAttrib(StencilAttrib.make(1, StencilAttrib.SCFEqual, StencilAttrib.SOKeep, StencilAttrib.SOKeep, StencilAttrib.SOReplace, 10, 0xff, 0xff))

        # Light.
        alight = AmbientLight('alight')
        alight.setColor(LVector4(0.5, 0.5, 0.5, 1))
        alnp = render2.attachNewNode(alight)
        render2.setLight(alnp)
        
        dlight = DirectionalLight('dlight')
        dlight.setColor(LVector4(1.0, 1.0, 1.0, 1))
        dlight.setColorTemperature(4000)
        dlnp = render2.attachNewNode(dlight)
        dlnp.setHpr(0, -60, 0)
        render2.setLight(dlnp)
        
        self.accept("a", self.display_my_active)

        # Start the camera rotation around the cube.
        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")

        self.status = True
        
        #Disable region of the display for stage 2.
    def display_my_active(self):
        self.status = not self.status
        self.display_my.setActive(self.status)

    # Camera rotation function.
    def spinCameraTask(self, task):
        angleDegrees = task.time * 30.0
        angleRadians = angleDegrees * (pi / 180.0)
        
        self.camera.setPos(10 * sin(angleRadians), -10.0 * cos(angleRadians), 0)
        self.camera.setHpr(angleDegrees, 0, angleDegrees)
        self.camera2.setPos(10 * sin(angleRadians), -10.0 * cos(angleRadians), 0)
        self.camera2.setHpr(angleDegrees, 0, angleDegrees)
        
        return Task.cont

demo = StencilDemo()
demo.run()

I edited the code, now everything works as expected. However, the thought of unnecessary manipulations in panda3D does not give me rest. I think can use OpenGl calls, for example.

Control: Click key “a” - to turn off / on the 2nd stage of the render.

cube.egg.pz (374 Bytes)

sphere.egg.pz (106.2 KB)