Esempio n. 1
0
void
scissor_pop() {
    assert(S.depth > 0);
    shader_flush();
    --S.depth;
    if (S.depth == 0) {
        glDisable(GL_SCISSOR_TEST);
        return;
    }
    struct box * s = &S.s[S.depth];
    screen_scissor(s->x,s->y,s->width,s->height);
}
Esempio n. 2
0
void 
scissor_pop() {
	assert(S.depth > 0);
	sl_shader_flush();
	--S.depth;
	if (S.depth == 0) {
		sl_shader_scissortest(0);
		return;
	}
	struct box * s = &S.s[S.depth-1];
	screen_scissor(s->x,s->y,s->width,s->height);
}
Esempio n. 3
0
void
scissor_push(int x, int y, int w, int h) {
    assert(S.depth < SCISSOR_MAX);
    shader_flush();
    if (S.depth == 0) {
        glEnable(GL_SCISSOR_TEST);
    }
    struct box * s = &S.s[S.depth++];
    s->x = x;
    s->y = y;
    s->width = w;
    s->height = h;
    screen_scissor(s->x,s->y,s->width,s->height);
}
Esempio n. 4
0
void 
scissor_push(int x, int y, int w, int h) {
	assert(S.depth < SCISSOR_MAX);
	sl_shader_flush();
	if (S.depth == 0) {
		sl_shader_scissortest(1);
	}
  
	if (S.depth >= 1) {
		intersection(&S.s[S.depth-1], &x, &y, &w, &h);
	}
  
	struct box * s = &S.s[S.depth++];
	s->x = x;
	s->y = y;
	s->width = w;
	s->height = h;
	screen_scissor(s->x,s->y,s->width,s->height);
}