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Fixed the internal color mask state not being updated when love.graphics.setColorMask is called.
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@@ -898,6 +898,7 @@ std::vector<Canvas *> Graphics::getCanvas() const
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void Graphics::setColorMask(ColorMask mask)
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void Graphics::setColorMask(ColorMask mask)
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{
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{
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glColorMask(mask.r, mask.g, mask.b, mask.a);
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glColorMask(mask.r, mask.g, mask.b, mask.a);
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states.back().colorMask = mask;
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}
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}
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Graphics::ColorMask Graphics::getColorMask() const
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Graphics::ColorMask Graphics::getColorMask() const
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@@ -168,7 +168,7 @@ int w_stencil(lua_State *L)
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instance()->drawToStencilBuffer(true);
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instance()->drawToStencilBuffer(true);
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// Call stencilfunc()
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// Call stencilfunc()
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lua_pushvalue(L, 1);
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lua_pushvalue(L, 1);
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lua_call(L, 0, 0);
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lua_call(L, 0, 0);
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instance()->drawToStencilBuffer(false);
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instance()->drawToStencilBuffer(false);
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