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Inverse masking?


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Instead of specifying a region I want drawn, I want to specify a "hole" in my sprite. The hole is dynamic (can change every frame).


Performance-wise, it's not feasible to use a regular mask (too expensive to specify a mask that is everything but the hole every frame), I need to use an inverse mask. This (old) thread describes a hack on how to make it work:




It involves changing gl.EQUAL to gl.NOTEQUAL in a certain file, but this hack is obsolete as there's a new WebGLStencilManager.js file in its place.


Any ideas how to get inverse masks working using Pixi (WebGL)? Or another solution? Again, it's a dynamic mask that defines regions *not* to draw.

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