glEnable(GL_SCISSOR_TEST);
glScissor(x, y, w, h);
before every call to window.draw(...) there isn't much I'd know about.sfml 2.0 has it, :) its worth switching, I don't know if 1.6 has sub rectangling, however
Sfml 2.0, C++:sf::Rect SubRectangle(x1,y1,x2,y2);
sf::Sprite.SetSubRect(SubRectangle);
And yes, when you switch the active render-target, you need to set it again because each target has its own OpenGL context with its own states.Ok, just so I understand you correctly, each render target has its own context
But it sounds strange to apply the same clipping rectangle to multiple render-targets.That wasn't my intention, sorry for being unclear ^^"
Ok, just so I understand you correctly, each render target has its own contextYes. As I said, each OpenGL context has its own states. If you define and activate the scissor on a particular context, it will be activated and defined only on this context.
which does not keep the scissor state between context switches. Correct?
Wowow, your wording is still confusing me a little ;DQuoteOk, just so I understand you correctly, each render target has its own contextYes. As I said, each OpenGL context has its own states. If you define and activate the scissor on a particular context, it will be activated and defined only on this context.
which does not keep the scissor state between context switches. Correct?
No... I said that each context has its states, not that these states were reseted every time you switched the contexts. Once a state is set in a context, it stays there until it is set again with another value.
Ok, just so I understand you correctly, each render target has its own contextAnd you said yes.. turns out it's actually a no because the contexts
which does not keep the scissor state between context switches. Correct?