Scissor and Viewport usage order matters with `GLRenderer`
smoogipoo opened this issue · 0 comments
smoogipoo commented
These two functions should be independent of one another, however they are currently tied to each other in a very peculiar way because GLRenderer
calculates the scissor's y-position based on the current viewport:
This means that the following order of operations leads to the wrong result:
PushViewport()
PushScissor()
PopScissor()
PopViewport()
Where the order of operations that leads to a correct result is:
PushViewport()
PushScissor()
PopViewport()
PopScissor()