if two or more MaskedSprites end up being siblings, the ShaderProgram changes only for the first, setting it mask. But when the rest are going to be rendered the hook is not called and they use the wrong mask.
I've put together a fix, please check the pull request
if two or more MaskedSprites end up being siblings, the ShaderProgram changes only for the first, setting it mask. But when the rest are going to be rendered the hook is not called and they use the wrong mask.
I've put together a fix, please check the pull request