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If a SpineContainer
had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627
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@ -107,7 +107,7 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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renderer.nextTypeMatch = rendererNextType;
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renderer.nextTypeMatch = rendererNextType;
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if (!rendererNextType)
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if (!rendererNextType || container.mask)
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{
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{
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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sceneRenderer.end();
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sceneRenderer.end();
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