Trying to replace glClear with a rect, but zbuffer isn't clearing. Enable depth test, GL_ALWAYS, depth mask TRUE, VS writes gl_Pos.zw = 1,1.
@nothings @casseveritt @g_truc Ie. scissor is required to clip clears, whereas prims are clipped by the viewport due to actual clipping.
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@nothings@casseveritt@g_truc That is what I remember being true. Which, due to@rygorous's other rule, must be partially wrong :P -
@cmuratori@nothings@casseveritt@g_truc Clears are scissored in GL but not in D3D.
End of conversation
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