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 The viewport thing is confusing, because that makes you think that clears aren't bounded.
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@nothings@casseveritt@g_truc But it's just that they aren't _clipped_. They _are_ scissored. Know what I mean?Thanks. Twitter will use this to make your timeline better. UndoUndo
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