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Clamp vpX0/vpY0 to zero when negative value retured
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@ -364,6 +364,11 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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// Flip vpY0 to match the OpenGL coordinate system.
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vpY0 = renderHeight - (vpY0 + vpHeight);
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// Clamp vpX0/vpY0 to zero when negative value retured.
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vpY0 = vpY0 < 0 ? 0 : vpY0;
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vpX0 = vpX0 < 0 ? 0 : vpX0;
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glstate.viewport.set(vpX0 + renderX, vpY0 + renderY, vpWidth, vpHeight);
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// Sadly, as glViewport takes integers, we will not be able to support sub pixel offsets this way. But meh.
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// shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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