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glScissor Optimization?

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Hi everyone,

I’m digging old concepts I have in mind for awhile. If my understanding is correct, every draw call we send via glDraw* does draw the entire viewport at once, even for the tiniest object using a small fraction of the screen. Basically, I’m looking for an example using glScissor that resize the draw region depending on the space taken on screen by the 3d object(s) being drawn.

Hope I’m clear enough!

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Quote:
Original post by golgoth13
If my understanding is correct, every draw call we send via glDraw* does draw the entire viewport at once, even for the tiniest object using a small fraction of the screen.


Not sure what you mean by this, but it is not so. If you draw a triangle covering 100 pixels, then only 100 pixels (or at least close to it) will be drawn.

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