glStencilMask - control the front and back writing of individual bits in the stencil planes
void glStencilMask(GLuint mask);
glStencilMask controls the writing of individual bits in the stencil planes. The least significant n bits of mask, where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing.
There can be two separate mask writemasks; one affects back-facing polygons, and the other affects front-facing polygons as well as other non-polygon primitives. glStencilMask() sets both front and back stencil writemasks to the same values. Use glStencilMaskSeparate() to set front and back stencil writemasks to different values.
glStencilMask() is the same as calling glStencilMaskSeparate() with face set to GL_FRONT_AND_BACK.
glGet() with argument GL_STENCIL_WRITEMASK, GL_STENCIL_BACK_WRITEMASK, or GL_STENCIL_BITS
glColorMask(), glDepthMask(), glStencilFunc(), glStencilFuncSeparate(), glStencilMaskSeparate(), glStencilOp(), glStencilOpSeparate()
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