I just found that using stencil in a framebuffer aint supported by the hardware and its emulated in software mode, now i wonder if i could somehow use a stencill pass in fragment shader, i need to combine whenever a z test fails or passes, thus i dont even know if this can be done - from my understanding only those fragments are passed to fragment shader which pass depth test right? - so maybe using diffrent glDepthFunc() would do the trick.
TRUE or FALSE?
Maybe theres a simplier solution?