- {
- GLfloat x = ctx->Viewport.X;
- GLfloat y = ctx->Viewport.Y;
- GLfloat z = ctx->Viewport.Near;
- GLfloat half_width = ctx->Viewport.Width / 2.0;
- GLfloat half_height = ctx->Viewport.Height / 2.0;
- GLfloat half_depth = (ctx->Viewport.Far - ctx->Viewport.Near) / 2.0;
-
- st->state.viewport.scale[0] = half_width;
- st->state.viewport.scale[1] = half_height * yScale;
- st->state.viewport.scale[2] = half_depth;
- st->state.viewport.scale[3] = 1.0;
+ for (i = 0; i < st->state.num_viewports; i++) {
+ float *scale = st->state.viewport[i].scale;
+ float *translate = st->state.viewport[i].translate;