1
0
mirror of https://github.com/godotengine/godot.git synced 2025-12-01 16:38:31 +00:00

Another clipping fix: default back to using window size to calculate clipping on viewports which don't have a rendertarget which fixes clipping on the editor viewport.

This commit is contained in:
Saracen
2015-10-31 09:05:03 +00:00
parent 5072134f41
commit ff363c94db

View File

@@ -9348,10 +9348,23 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
int w = current_clip->final_clip_rect.size.x; int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y; int h = current_clip->final_clip_rect.size.y;
*/ */
int x = current_clip->final_clip_rect.pos.x; int x;
int y = viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); int y;
int w = current_clip->final_clip_rect.size.x; int w;
int h = current_clip->final_clip_rect.size.y; int h;
if (current_rt) {
x = current_clip->final_clip_rect.pos.x;
y = viewport.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
w = current_clip->final_clip_rect.size.x;
h = current_clip->final_clip_rect.size.y;
}
else {
x = current_clip->final_clip_rect.pos.x;
y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
w = current_clip->final_clip_rect.size.x;
h = current_clip->final_clip_rect.size.y;
}
glScissor(x,y,w,h); glScissor(x,y,w,h);