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Author Topic: RenderTarget::SetScissor  (Read 2429 times)

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nfries88

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RenderTarget::SetScissor
« on: October 27, 2010, 10:09:09 pm »
I have found glScissor(...) quite useful in the past. Although it is simple enough to call the OpenGL functions, I would prefer to use the API exposed by SFML.

The main thing I've personally used it for is to enforce game region and GUI object bondaries (for example, preventing text from overflowing its window). There are alternatives, but glScissor is the simplest and cleanest solution.

Tank

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RenderTarget::SetScissor
« Reply #1 on: October 27, 2010, 10:12:59 pm »
When you search the forums you'll find a lot of threads and posts related to clipping. AFAIR Laurent was or is still looking for a generic solution.

nfries88

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RenderTarget::SetScissor
« Reply #2 on: October 27, 2010, 10:16:40 pm »
I searched for glScissor specifically and nothing came up. Guess I should have searched for clipping instead. Sorry, then.

Laurent

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RenderTarget::SetScissor
« Reply #3 on: October 27, 2010, 10:46:15 pm »
The first result for "glScissor" says everything about what is (not) implemented and what will:
http://www.sfml-dev.org/forum/viewtopic.php?t=3361
Laurent Gomila - SFML developer

nfries88

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RenderTarget::SetScissor
« Reply #4 on: October 27, 2010, 11:43:44 pm »
Quote from: "Laurent"
The first result for "glScissor" says everything about what is (not) implemented and what will:
http://www.sfml-dev.org/forum/viewtopic.php?t=3361


So it does. I guess I won't be limiting my searches to only the forums I expect the desired responses to be in, anymore.