I am trying to find a way to cut out a certain area of ββthe background texture so that against this background a certain screen does not appear on the screen. For instance: 
This square can be any pattern. I use Frame Buffer Object and Stencil Buffer to achieve this effect. Here is the code:
fbo.begin(); //Disables ColorMask and DepthMask so that all the rendering is done on the Stencil Buffer Gdx.gl20.glColorMask(false, false, false, false); Gdx.gl20.glDepthMask(false); Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST); Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 1, 0xFFFFFFFF); Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE); stage.getSpriteBatch().begin(); rHeart.draw(stage.getSpriteBatch(), 1); //Draws the required pattern on the stencil buffer //Enables the ColorMask and DepthMask to resume normal rendering Gdx.gl20.glColorMask(true, true, true, true); Gdx.gl20.glDepthMask(true); Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 1, 0xFFFFFFFF); Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP); background.draw(stage.getSpriteBatch(), 1); //Draws the background such that the background is not rendered on the required pattern, leaving that area black. stage.getSpriteBatch().end(); Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST); fbo.end();
However, this does not work at all. How should I do this using Stencil Buffers? It is also difficult for me to understand glStencilFunc and glStencilOp. It would be very helpful if someone could shed light on these two.
UPDATE: I also tried to create something similar using glColorMask. Here is the code:
Gdx.gl20.glClearColor(0, 0, 0, 0); stage.draw(); FrameBuffer.clearAllFrameBuffers(Gdx.app); fbo1.begin(); Gdx.gl20.glClearColor(0, 0, 0, 0); batch.begin(); rubber.draw(batch, 1); Gdx.gl20.glColorMask(false, false, false, true); coverHeart.draw(batch, 1); Gdx.gl20.glColorMask(true, true, true, false); batch.end(); fbo1.end(); toDrawHeart = new Image(new TextureRegion(fbo1.getColorBufferTexture())); batch.begin(); toDrawHeart.draw(batch, 1); batch.end();
This code produces the following:
Instead of something like this: (Ignore window sizes and color tones) 
Note. I am using the libgdx library.