GLfloat x, GLfloat y,
GLfloat width, GLfloat height)
{
+ FLUSH_VERTICES(ctx, _NEW_VIEWPORT);
+
/* clamp width and height to the implementation dependent range */
width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
ctx->ViewportArray[idx].Width = width;
ctx->ViewportArray[idx].Y = y;
ctx->ViewportArray[idx].Height = height;
- ctx->NewState |= _NEW_VIEWPORT;
}
struct gl_viewport_inputs {
ctx->ViewportArray[idx].Far == farval)
return;
+ FLUSH_VERTICES(ctx, _NEW_VIEWPORT);
+
ctx->ViewportArray[idx].Near = CLAMP(nearval, 0.0, 1.0);
ctx->ViewportArray[idx].Far = CLAMP(farval, 0.0, 1.0);
- ctx->NewState |= _NEW_VIEWPORT;
}
void