glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
}
if(mask&PipelineState::SCISSOR)
{
glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
}
if(mask&PipelineState::SCISSOR)
{
{
glEnable(GL_SCISSOR_TEST);
glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
{
glEnable(GL_SCISSOR_TEST);
glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}