// Remember global settings for glDepth mask and write mask
- GLboolean aPrevColorMask;
+ GLboolean aPrevColorMask[4];
GLboolean aPrevDepthMask;
- aCtx->core11fwd->glGetBooleanv(GL_COLOR_WRITEMASK, &aPrevColorMask);
+ aCtx->core11fwd->glGetBooleanv(GL_COLOR_WRITEMASK, aPrevColorMask);
aCtx->core11fwd->glGetBooleanv(GL_DEPTH_WRITEMASK, &aPrevDepthMask);
// Turn off writing to depth and color buffers
// Back to prev settings
aCtx->core11fwd->glDepthMask(aPrevDepthMask);
- aCtx->core11fwd->glColorMask(aPrevColorMask, aPrevColorMask, aPrevColorMask, aPrevColorMask);
+ aCtx->core11fwd->glColorMask(aPrevColorMask[0], aPrevColorMask[1], aPrevColorMask[2], aPrevColorMask[3]);
aTimer.Stop();
aStats->ActiveDataFrame()[Graphic3d_FrameStatsTimer_CpuCulling] = aTimer.UserTimeCPU();