because the y axis is flipped in 2D mode ( setMatricesWindow(…) ) by default in cinder, using gl::scissor is a bit confusing. I always have to do some math the get it right. Like so:
auto pos = vec2( 100, 100); auto size = (mRect.getSize()); auto invPos = vec2( (pos.x), (getWindowHeight()) - (pos.y) - (size.y) ); gl::ScopedScissor sC( toPixels( invPos ), toPixels(size) );
I was wondering, is there a more correct/convenient way of doing this?