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} else { |
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layer.ignoreClip = false; |
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var boundsMesh = new MeshMesh(reducedClip.scissor); |
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// need to inflate a bit to make sure all area is cleared.
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var inflatedScissor = reducedClip.scissor.inflate(this._fringeWidth); |
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var boundsMesh = new MeshMesh(inflatedScissor); |
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layer.draws.Add(CanvasShader.stencilClear(layer, boundsMesh)); |
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foreach (var maskElement in reducedClip.maskElements) { |
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