some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate
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@@ -9,6 +9,10 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilMask(0x00);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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@@ -21,7 +25,9 @@ DrawStencilState::DrawStencilState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilFunc(GL_ALWAYS, 1, 0xFF);
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StencilMask(0xFF);
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Enable(GL_DEPTH_TEST);
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ClearColor(glm::vec4(0.f));
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}
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