aContext->ShaderManager()->UpdateClippingState();
aContext->core11fwd->glClear (GL_STENCIL_BUFFER_BIT);
- const bool aColorMaskBack = aContext->SetColorMask (false);
-
+ const NCollection_Vec4<bool> aColorMaskBack = aContext->ColorMaskRGBA();
+ aContext->SetColorMask (false);
// override aspects, disable culling
theWorkspace->SetAspects (&theWorkspace->NoneCulling());
theWorkspace->ApplyAspects();
aContext->ShaderManager()->UpdateClippingState();
// render capping plane using the generated stencil mask
- aContext->SetColorMask (aColorMaskBack);
+ aContext->SetColorMaskRGBA (aColorMaskBack);
if (theWorkspace->UseDepthWrite())
{
aContext->core11fwd->glDepthMask (GL_TRUE);