void reset() { // Every queue has a base transform that is always the current transform. // This keeps the code a bit more uniform, and allows the window to // set a base transform in the main rendering queue. individual.resize(1); absolute.resize(1); currentIterator = absolute.begin(); }
void clear() { absoluteTransforms.resize(1); // Important!! Due to all the swapping, the first entry in the list is not necessarily // the base matrix. We need to restore it. absoluteTransforms.front() = scale(1); individualTransforms.resize(1); clipRectStack.clear(); glBlocks.clear(); ops.clear(); }