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Same fix for android
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@@ -3591,7 +3591,7 @@ public class PGraphicsAndroid3D extends PGraphics {
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if (mode == PROJECTION) {
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gl.glMatrixMode(GL10.GL_PROJECTION);
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matrixMode = PROJECTION;
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} else if (matrixMode == MODELVIEW) {
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} else if (mode == MODELVIEW) {
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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matrixMode = MODELVIEW;
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} else {
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@@ -5169,7 +5169,11 @@ public class PGraphicsAndroid3D extends PGraphics {
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protected void backgroundImpl(PImage image) {
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gl.glClearColor(backgroundR, backgroundG, backgroundB, 1);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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gl.glClearColor(0, 0, 0, 0);
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gl.glClear(GL10.GL_DEPTH_BUFFER_BIT);
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set(0, 0, image);
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if (0 < parent.frameCount) {
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// Only one call to background during the drawing loop is needed to set the clear mode to true.
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@@ -5179,7 +5183,11 @@ public class PGraphicsAndroid3D extends PGraphics {
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protected void backgroundImpl() {
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gl.glClearColor(backgroundR, backgroundG, backgroundB, 1);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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gl.glClearColor(0, 0, 0, 0);
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gl.glClear(GL10.GL_DEPTH_BUFFER_BIT);
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if (0 < parent.frameCount) {
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// Only one call to background during the drawing loop is needed to set the clear mode to true.
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clearColorBuffer = true;
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