}
}
+void Context::InvalidateDepthStencilBuffers()
+{
+ auto& gl = *mImpl->mController.GetGL();
+
+ GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
+ gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+}
+
void Context::SetScissorTestEnabled(bool scissorEnabled)
{
if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)