int blend;
GLboolean depthmask;
int depthtest;
+ int scissortest;
int unit;
int clientunit;
gltextureunit_t units[MAX_TEXTUREUNITS];
}
}
+void GL_Scissor (int x, int y, int width, int height)
+{
+ CHECKGLERROR
+ qglScissor(x, vid.realheight - (y + height),width,height);
+ CHECKGLERROR
+}
+
+void GL_ScissorTest(qboolean state)
+{
+ if(gl_state.scissortest == state)
+ return;
+
+ CHECKGLERROR
+ if((gl_state.scissortest = state))
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+}
+
void GL_TransformToScreen(const vec4_t in, vec4_t out)
{
vec4_t temp;