144 if (node->render_group >= 0) { |
144 if (node->render_group >= 0) { |
145 cxListAdd(render_group[node->render_group], node); |
145 cxListAdd(render_group[node->render_group], node); |
146 } |
146 } |
147 } |
147 } |
148 |
148 |
149 // set the viewport (in OpenGL we need to invert the Y axis) |
149 // set the viewport |
150 glViewport( |
150 glViewport( |
151 scene->camera.viewport.pos.x, |
151 scene->camera.viewport.pos.x, |
152 -scene->camera.viewport.pos.y, |
152 scene->camera.viewport.pos.y, |
153 scene->camera.viewport.size.width, |
153 scene->camera.viewport.size.width, |
154 scene->camera.viewport.size.height |
154 scene->camera.viewport.size.height |
155 ); |
155 ); |
156 if (scene->camera.viewport_clear) { |
156 if (scene->camera.viewport_clear) { |
157 glScissor( |
157 glScissor( |
158 scene->camera.viewport.pos.x, |
158 scene->camera.viewport.pos.x, |
159 -scene->camera.viewport.pos.y, |
159 scene->camera.viewport.pos.y, |
160 scene->camera.viewport.size.width, |
160 scene->camera.viewport.size.width, |
161 scene->camera.viewport.size.height |
161 scene->camera.viewport.size.height |
162 ); |
162 ); |
163 glEnable(GL_SCISSOR_TEST); |
163 glEnable(GL_SCISSOR_TEST); |
164 const asc_col4f col = scene->camera.clear_color; |
164 const asc_col4f col = scene->camera.clear_color; |