//GL_Clear(GL_DEPTH_BUFFER_BIT);
}
*/
- GL_Scissor(0, 0, r_fb.screentexturewidth, r_fb.screentextureheight);
+ GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
}
//===============================================================