Fixed bug with scissor rectangles Y values being clamped incorrectly.
TRAC #22167
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1472 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 9ff3e34..0b90a62 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -357,9 +357,9 @@
{
D3D11_RECT rect;
rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
- rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetWidth));
+ rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
- rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetWidth));
+ rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
mDeviceContext->RSSetScissorRects(1, &rect);