- if (st->ctx->Scissor.X + st->ctx->Scissor.Width < (GLint)scissor.maxx)
- scissor.maxx = st->ctx->Scissor.X + st->ctx->Scissor.Width;
- if (st->ctx->Scissor.Y + st->ctx->Scissor.Height < (GLint)scissor.maxy)
- scissor.maxy = st->ctx->Scissor.Y + st->ctx->Scissor.Height;
+ if (xmax < (GLint) scissor[i].maxx)
+ scissor[i].maxx = xmax;
+ if (ymax < (GLint) scissor[i].maxy)
+ scissor[i].maxy = ymax;
+
+ /* check for null space */
+ if (scissor[i].minx >= scissor[i].maxx || scissor[i].miny >= scissor[i].maxy)
+ scissor[i].minx = scissor[i].miny = scissor[i].maxx = scissor[i].maxy = 0;
+ }