Cc.ClippingNode Stencil buffer is not enabled

Hi mates,
I’m trying to clip a sprite and it works fine in browser but on android and ios it gives me this error

D/cocos2d-x debug info(29370): Stencil buffer is not enabled.

The image is not been displayed correctly, is white and not clipped.
How should I enable this from javascript?

this is my code, its located inside a ccSprite.

    addTexture:function(framename){

      var texturename = "texture"+this.type+".png";

      var texture = cc.Sprite.create(cc.spriteFrameCache.getSpriteFrame(texturename));
      this.mask = cc.Sprite.create(cc.spriteFrameCache.getSpriteFrame(framename));

      var clipper =  cc.ClippingNode.create();
      clipper.setStencil(this.mask);
      clipper.addChild(texture);
      clipper.setAnchorPoint(0.5, 0.5);
      clipper.setPosition(this.width/2,this.height/2);

      this.addChild(clipper,1);
    },

Maybe the following snippet can solve it.

package org.cocos2dx.js_tests;  
  
import org.cocos2dx.lib.Cocos2dxActivity;  
import org.cocos2dx.lib.Cocos2dxGLSurfaceView;  
  
public class AppActivity extends Cocos2dxActivity {  
    public Cocos2dxGLSurfaceView onCreateView() {  
        Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);  
        // TestCpp should create stencil buffer  
        glSurfaceView.setEGLConfigChooser(5, 6, 5, 0, 16, 8);  
          
        return glSurfaceView;  
    }  
} 

This blog of mine is written about this problem perhaps help you.

Thanks mate, this removes the error line although the image is still not been clipped. :frowning:
any has experience with cc.clippingnode with jsb??

@harx is correct about this, we haven’t activated stencil buffer in the project template, you can also refer to this post: Clipping issue on Android

About why you still haven’t got your sprite clipped, please check the mask you use and its size etc