If the destination X and Y is greater than 0,0. For example:
graphics.drawTexture(image, 0, 0);
graphics.setBlendMode(BlendMode.Mask);
graphics.drawTexture(mask, 50, 50);
Anyhow, a mask should mask the entire background except for whatever falls within its bounding boxes, right? The problem is, when I do this or examples like it, anything before (50,50) on the original image/background still shows up, and the mask only appears from 50,50 onward. See the example -- the blue trapezoidal shape should be all that we see, but there's clearly a bleed-over from the original background.
If the destination X and Y is greater than 0,0. For example: graphics.drawTexture(image, 0, 0); graphics.setBlendMode(BlendMode.Mask); graphics.drawTexture(mask, 50, 50);
Anyhow, a mask should mask the entire background except for whatever falls within its bounding boxes, right? The problem is, when I do this or examples like it, anything before (50,50) on the original image/background still shows up, and the mask only appears from 50,50 onward. See the example -- the blue trapezoidal shape should be all that we see, but there's clearly a bleed-over from the original background.