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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Incorrect viewport range when GL_CLIP_ORIGIN is GL_UPPER_LEFT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93813#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Incorrect viewport range when GL_CLIP_ORIGIN is GL_UPPER_LEFT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93813">bug 93813</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>A bit of potentially-relevant spec quote from ARB_clip_control:
12) Does setting the clip control origin to GL_UPPER_LEFT change the
origin of the window coordinate system use for commands such as
glViewport, glScissor, glWindowPos2i, and glReadPixels?
RESOLVED: No.
The (x,y) window space location passed to these commands have the
(0,0) origin at the lower left corner of the window, independent
of the state of the clip control origin.
Still unsure whether that rules in favor of Mesa or of the test case :)
Hopefully someone more knowledgeable can weigh in.</pre>
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